Overgrowth Progress, Mid May
Add comment!May 13th, 2017
Project Status:
We released Steam Workshop support to everyone. We decided to kick it off with a 30% off sale, and a video with a voiceover you might recognize as Humble Bundle cofounder (and Wolfire alumni) John Graham. Lukas also had a big hand in making the video possible, by selecting the mods to showcase, taking all the in-game footage, and doing the final editing.
We hope to have Beta 4 ready for release next week. Beta 4 is one of the last betas before release from early access. Speaking of which - we now have a final official list of items to finish before we release from early access, and finally unveil the new Overgrowth campaign. It is getting a little shorter every day!
Team progress over the last two weeks:
(This is not a complete change list for all of Beta 4 - check the last two update posts for the rest of that!)
Gameplay/graphics changes:
- Improved text wrapping in dialog overlays, and added initial version of "click to continue" prompt
- Made camera not dip below lava surface when you die in it
- Improved raindrop effect, made it more water-like and made droplets not streak when screen paused
- Tweaks to spawn points in Magma Arena level to avoid some cases of spawning outside level
Modding changes:
- Added steam workshop voting and marking favorites to mods menu
- Small enhancements to advanced mod menu usability
- Added depth of field cue triggers to dialog script
- Added "defeat_optional" goal type in Overgrowth campaign checkpoints system
- UX improvements for new prefab system ("save" doesn't require you to prefab a group yet, single items can be saved as prefabs)
- Fixed some crash bugs and problems saving positions/bounding boxes with new improved prefab system
Performance improvements / Other bugfixes:Added camera depth of field cues to dialog script system pic.twitter.com/jQx7Nr7nYO
— David Rosen (@Wolfire) May 13, 2017
- Added ability to log all assets that load while inside a level (so that we can add them to a list to pre-load)
- Added checkbox to enable "simple water", to improve performance (turns off screen space reflections)
- Various CPU and GPU performance improvements
- Fixed bugs with creating OpenGL context in some cases on Windows
- Level 1 major art and gameplay pass, improving the path through the level, signposting, and making it a bit harder to die
- Extensive detail art pass on "forced fight" level, making it harder to escape, easier to fight in, and improving visibility of NPCs
- Added new "water cave" level, and did a few detail art passes, including experiments with more dynamic water motion
- Major art pass on 13b rat slavers level, improving path through level and adding a light platforming section
- Minor gameplay pass on level 5, improving encounters with enemies and making the enemies a bit less placeholder
- Tweaks to fog on rat slavers (13b) level
- Lighting and water reflections tweaks in "forced fight" level (18)
- Improved material properties/reflectiveness, and added ambient sounds in magma arena
- Roughed up floor and added water puddles, and added fires for light/warmth in stands in cave arena level
- Lighting improvements to water cave, volcano barracks, waterfall barracks, and volcano mine levels
- Added more color-based signposting in water cave level
- Replaced dialog in level 1-24 with new story pass
- Hooked in new music to several levels
- Worked on distinct character prefabs for the new campaign
More experiments with placing our existing water assets in the new water cave level pic.twitter.com/IWakX8jdtv
— David Rosen (@Wolfire) May 4, 2017
Working on replacing placeholder story and NPCs in the new Overgrowth campaign pic.twitter.com/olpnoCopTq
— David Rosen (@Wolfire) May 12, 2017
Improved some material parameters in the magma arena pic.twitter.com/aoXBuLiXuD
— David Rosen (@Wolfire) May 13, 2017
Added gradient fog and hand-placed shadows in this lost forest level pic.twitter.com/hBKOwSAsjn
— David Rosen (@Wolfire) May 10, 2017