Overgrowth - Random Idea Dumping Thread

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Count Roland
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Re: Overgrowth - Random Idea Dumping Thread

Post by Count Roland » Tue Jan 18, 2011 6:50 pm

That's a nice way of saying he's the same decaying biomatter as everyone else.

bulldawg2323
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Re: Overgrowth - Random Idea Dumping Thread

Post by bulldawg2323 » Wed Jan 19, 2011 12:42 pm

Hey Everyone, new to the forum..

I don't know if this has been discussed yet, but in regards to the latest Video blog showing Animation/Ragdoll blending to mimic Self-preservation/pain..

I was thinking it would be really cool if a body tumbles down a hill, and hits it's head/neck area on a rock during the fall, to disable to self-preservation blend, and turn into straight ragdoll..

This would give the impression that the character has lost conciousness during his plummet

What do you think?

Koolknight
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Re: Overgrowth - Random Idea Dumping Thread

Post by Koolknight » Wed Jan 19, 2011 4:12 pm

i think they should add a tackle kind of thing, like if there is a group of enemies, you can tackle one, (maybe a knock-out or a few second delay before getting up) and then take out the group, or something

i think that would be neat, and i dont know if it was suggested beforehand as well, but a tackle action would be pretty cool.
and it can be simply implimented too by simply holding the attack mid run or something.

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Count Roland
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Re: Overgrowth - Random Idea Dumping Thread

Post by Count Roland » Wed Jan 19, 2011 8:45 pm

yeah or holding shift to crouch and then holding forwards before letting go of shift for you to go into animal run and then clicking to tackle.

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Endoperez
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Re: Overgrowth - Random Idea Dumping Thread

Post by Endoperez » Thu Jan 20, 2011 2:52 am

Koolknight wrote:i think they should add a tackle kind of thing, like if there is a group of enemies, you can tackle one, (maybe a knock-out or a few second delay before getting up) and then take out the group, or something

i think that would be neat, and i dont know if it was suggested beforehand as well, but a tackle action would be pretty cool.
and it can be simply implimented too by simply holding the attack mid run or something.
Since both run modes in Lugaru had this, I assume something like this will also come back in Overgrowth.

In Lugaru, the prequel, there was an animal run where you ran faster, on four legs. You could tackle only from the animal run, but this only really worked on one enemy. From the normal run, you could make a jump kick where you used your both legs to kick the enemy, and cannoned him away. The "leg cannon" could be used to drop a big group enemies at once.

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Disco Science
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Re: Overgrowth - Random Idea Dumping Thread

Post by Disco Science » Sun Feb 06, 2011 11:19 pm

Someone else had a related idea, but would it be within the bounds of do-ability to separate fur colour into a separate texture from the fur detail? The species appearing in Overgrowth have a wide variety of colouration in their real-world counterparts, which means that having (for example) only two or three rabbit textures or cat textures would get monotonous and clone-like after you'd seen them a bunch of times. If, however, there were a whole lot of lower-resolution fur colour maps applied underneath one or two high-resolution grayscale textures showing only the "grain" of the fur, you could stretch a single model out into a whole multitude of breeds. Not being familiar with game graphics pipelines, I don't know whether this would introduce an unacceptable performance hit or not; I just think it'd be neat. :D

Sonnyboii
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Re: Overgrowth - Random Idea Dumping Thread

Post by Sonnyboii » Tue Feb 08, 2011 2:05 pm

Some sort of the same animal running catch from Lugaru.

For example, at an edge of a cliff, with 3 meters down to the ground, you could jump in the air towards your enemy, and grab him. Then you will hold onto him, and when you hit the ground, he lands first and clashes on the ground.
My idea. ^^

Timmyboy
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Re: Overgrowth - Random Idea Dumping Thread

Post by Timmyboy » Tue Feb 08, 2011 5:56 pm

Hi

I was wondering if wolfire is doing anything about being able to animate two skeletons(rigs) together to make ex. you want to grab the enemy.

Tilly
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Re: Overgrowth - Random Idea Dumping Thread

Post by Tilly » Wed Feb 09, 2011 1:31 am

Just one small thing: when Turner and other characters jump, they're whole body rotates backwards. This kindof defies the laws of physics. To be more realistic it would make sense for them to instead lean forward so that they're torso are still perpendicular to the ground, and arms rotate down and back also to counter the upward force of the legs.

Just a thought.

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Ozymandias
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Re: Overgrowth - Random Idea Dumping Thread

Post by Ozymandias » Wed Feb 09, 2011 1:44 am

I was also thinking about jumping

I always found it funny in games how a character can go from standing perfectly still to jumping immediately. Normally you would need to bend your legs before you could jump, unless you were using just your ankles, which wouldn't be very effective.

Instead of a crouch jump being larger than a normal one A-la Lugaru, instead you hold the jump button for a longer time before releasing for a jump. or at least, something that removes jumps being instantaneous.

Timmy: I'm not entirely sure what you're referring to, but in one of the recent videos it shows Turner throwing enemies, so I assume that's the kind of interaction you're talking about? (animating two separate characters in one animation?)

Disco Science: I would love being able to customize characters in various ways, especially for multiplayer. I think it would be neat to have the character in-game in some sort of "fur painter" where you could paint fur colors directly onto the character. That would be rad. Failing that, choosing different fur patterns and colors would be the next best thing I'd think.

Tilly
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Re: Overgrowth - Random Idea Dumping Thread

Post by Tilly » Wed Feb 09, 2011 1:57 am

Ozymandias wrote:I was also thinking about jumping
Instead of a crouch jump being larger than a normal one A-la Lugaru, instead you hold the jump button for a longer time before releasing for a jump. or at least, something that removes jumps being instantaneous.
Good idea. Kinda like Crackdown?

Just for clarification, I was referring to after the peak of the jump. It would also add to the realism of the half-jump flip by just tucking in his arms and legs instead of just compressing his body (which in reality wouldn't cause him to spin much).

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Endoperez
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Re: Overgrowth - Random Idea Dumping Thread

Post by Endoperez » Wed Feb 09, 2011 1:58 am

Timmyboy wrote:Hi

I was wondering if wolfire is doing anything about being able to animate two skeletons(rigs) together to make ex. you want to grab the enemy.
They've done something like that.
"Smooth transitions from individual animations to multiple character animations."

Sonnyboii
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Re: Overgrowth - Random Idea Dumping Thread

Post by Sonnyboii » Wed Feb 09, 2011 3:54 pm

I found something cooL! :D
I tried the game with a friend, and i found something pretty cool :D
well, you know, N, yes. The key that makes you fall over dieing or something.
well, when you are rabbot, andstanding close to a wolf, activate him, run at him, dont get high speed, just run for a half a second, and hold n.
What happened to me, was that i fell in his arm, and he actually hold me, and i couldnt roll out of his hands.
Make something like this? :D

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Krabman318
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Re: Overgrowth - Random Idea Dumping Thread

Post by Krabman318 » Sun Feb 13, 2011 4:53 am

Sonnyboii wrote:Some sort of the same animal running catch from Lugaru.

For example, at an edge of a cliff, with 3 meters down to the ground, you could jump in the air towards your enemy, and grab him. Then you will hold onto him, and when you hit the ground, he lands first and clashes on the ground.
My idea. ^^
That sounds very fun!
But to balance it, you should make sure the enemy could grab you and throw you down the cliff if he´s aware of you attacking him. ( That worked well with the leg cannon)

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Krabman318
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Re: Overgrowth - Random Idea Dumping Thread

Post by Krabman318 » Sun Feb 13, 2011 5:05 am

My idea is that in a multiplayer match you could choose different, but balanced, "classes", only differing in equipment.
Like a guy with a sword and no armor, or one with a knife and leather armor.
Or maybe even special equipment,like grappling hooks, smoke bombs for escaping or bandages to still bleeding wounds.(not quite sure about that.)
You should be able to set different modes too, for example "classes", same weapon for everyone,same armor for everyone, hand to hand, etc.

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