The past two weeks in Overgrowth development
Add comment!April 20th, 2017
Beta 3 kept us busy these last two weeks, so this update came after two weeks instead of one. On the plus side, that means it's twice as big!
Here's all the things we've done in the last two weeks for the game:
Redesigned the mods menu after feedback. This will go into the release that follows Beta 3 pic.twitter.com/MbZkxeYJ8V
— David Rosen (@Wolfire) April 7, 2017
Here's the new caustics and moving fog at the base of the Sky Ark pic.twitter.com/DarjeVcspp
— David Rosen (@Wolfire) April 7, 2017
Some of the new effects being applied to the arena levels pic.twitter.com/DXxRilKjSK
— David Rosen (@Wolfire) April 7, 2017
More environmental blob shadows, this time for the camp fire itself pic.twitter.com/YMnfVvwv8n
— David Rosen (@Wolfire) April 8, 2017
Turner scouting out a camp in the upcoming new Overgrowth campaign pic.twitter.com/1nKuAdySCb
— David Rosen (@Wolfire) April 10, 2017
Doing some experiments with more varieties of detail objects pic.twitter.com/o5SbahQ3v4
— David Rosen (@Wolfire) April 11, 2017
Here's what the rain effect looks like after a few tweaks pic.twitter.com/88lgLh1fZQ
— David Rosen (@Wolfire) April 11, 2017
Replaced some of the detail objects with poly grass pic.twitter.com/aJAgpuqEsp
— David Rosen (@Wolfire) April 12, 2017
Here's a before and after of an SSAO prototype pic.twitter.com/XbCMhs66zr
— David Rosen (@Wolfire) April 12, 2017
Restructured the rocks in the first level of the upcoming new Overgrowth campaign to improve the jumps and the looks pic.twitter.com/BQAyHSxD2o
— David Rosen (@Wolfire) April 12, 2017
The new snow effect in slow-motion pic.twitter.com/wJDSvEodp9
— David Rosen (@Wolfire) April 13, 2017
Added some ambient blob shadows and improved the water transition effect pic.twitter.com/sb5VcPNAkX
— David Rosen (@Wolfire) April 14, 2017
Lava effects too! Happy Friday pic.twitter.com/bJDTGx7W6e
— David Rosen (@Wolfire) April 15, 2017
And color gradient smoke particle effects pic.twitter.com/lM1091ag9g
— David Rosen (@Wolfire) April 15, 2017
A shot from the prototype for a new level in the upcoming Overgrowth campaign pic.twitter.com/IWYUVzmbdm
— David Rosen (@Wolfire) April 17, 2017
More of the detail pass on the starting waterside cliffs pic.twitter.com/4ALxNROrjE
— David Rosen (@Wolfire) April 19, 2017
Change log:Detail pass on the cliffs of level one, and tweaking the light back to game play values again. pic.twitter.com/l7j7aZMWWI
— David Rosen (@Wolfire) April 19, 2017
- Released Beta 3
- Worked on defining the proposed scope and timeline for Beta 4 (faster than the last one!)
- Fix for bug with invisible characters on ATI video cards when GPU Skinning is disabled
- Fix for Intel HD 4000 #DRY 0:71 ';' syntax error
- Many many small fixes and quality of life improvements on new UI (many got into Beta 3)
- Fix sound prioritization issue for music
- Added support for overbright decals
- Built new (post Beta 3) mods UI to allow display of more mods at once, and to display more info per mod
- Added prototypes of SSAO support and volume shadows as check boxes in debug menu
- Removed detail objects from shadow render pass to improve perf
- Added ability to configure perferred audio device
- Added ability to toggle display of any debug text
- Made bug particles receive shadows
- Started some experiments on a new inline tutorial system
- Started out a test on ledge auto-grab behavior
- Made it easier to fall off "balance" flagged objects
- Added several idle animations (not hooked up yet)
- Improved detail objects/textures on several assets
- Improved perf on some tree prefabs by combining them into a single object
- Added several recently added assets to the spawner
- Fixed some bugs with black sky textures (seemed to be triggered by using jpg instead of tga)
- Fix problems with saving object tint weights
- Improvements to snow shaders
- Worked on improved path handling to try to resolve cache invalidation issues (w/ mods, etc)
- Fixed some graphical glitches caused by water caustics
- Did some experiments with geometry tesselation to add more detail to some objects
- Improvements to swamp water visuals
- Did some gameplay prototyping of challenging encounters
- Added firefly visuals
- Did some hacking on super secret [redacted] prototype
- Some fixes to new collision painting system
- Worked on some rendering and CPU perf improvements
- Switch to using file change notifications to detect files for live update (Windows only)
- Fix dupe packets bugs in TCP/IP scripting support after switching levels
- Add hotkey to launch scenegraph (CTRL + F)
- Support tree-based UI for scenegraph, toggable to flat list
- Started some work on supporting true prefabs instead of just group "macros" that get pasted in levels
- Rebuilt the platforms on level one to make the path clearer
- Did a detail art pass on Level one
- Added new ambient sounds to several levels
- Integrated several new music tracks into new campaign
- Added new watery cave prototype level for the new campaign
- Added improved environmental blob shadows to several levels new the new campaign
- Added more detail object variety to the second level and farm level
- Worked on a proposed remake/detail pass of the "rude awakening" pit combat level
- Did collision painting on a few levels
- Updated lighting on beach level
- Made obstacles taller in in rat HQ level to allow more stealth opportunities
- Gameplay improvements/bug fixes in night time slaver camp level
- Small updates to ice cliffs level
- Several tweaks and improvements to volcano level
- Updates to watchtower level