Overgrowth Weekly

Anything related to Wolfire Games and/or its products
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EPR89
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Re: OGW Q&A with David Rosen

Post by EPR89 » Mon Feb 16, 2015 1:25 am

Arekku-Senpai wrote:I saw on YouTube this thing called Sum Launcher for Overgrowth and i wanted to download it, but they say when u buy the game u get an email. I bought the game on Steam and i didn't get an email showing where to enter my forum code. Overgrowth gives me a code every time i open it, but i don't have a place to enter it because it didn't get a link. What do i do to download Sum Launcher if i don't have anywhere to enter my forum code?
Please don't post questions like this in here. Your question is a support question, not one abou the development of the game.
Also, have you ever thought about reading the big, fat stickied tutorial?
It's on Steam.
And it's here too.

Maxwell218
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Re: OGW Q&A with David Rosen

Post by Maxwell218 » Sun Feb 22, 2015 1:10 am

Alright as my first question on OGW, I'm really curious if there is going to be a story for each race. What I mean is that there would be a story for the rat, rabbit, wolf, dog, and cat clan so that we can experience different relations and such. By the way, I really like these videos. Keep up the good work!

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rodeje25
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Re: OGW Q&A with David Rosen

Post by rodeje25 » Sun Feb 22, 2015 4:14 am

David havyou seen the story dmaned is writing? That could be a good story for overgrowth.

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EPR89
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Re: OGW Q&A with David Rosen

Post by EPR89 » Mon Feb 23, 2015 3:12 pm

rodeje25 wrote:David havyou seen the story dmaned is writing? That could be a good story for overgrowth.
I don't think they are going to take a story written by someone else and just scrap the one they are writing themselves.

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rodeje25
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Re: OGW Q&A with David Rosen

Post by rodeje25 » Tue Feb 24, 2015 3:08 am

EPR89 wrote:
rodeje25 wrote:David havyou seen the story dmaned is writing? That could be a good story for overgrowth.
I don't think they are going to take a story written by someone else and just scrap the one they are writing themselves.
I mean as a side campaign because the storymenu has 3 campaigns (wich are all the same) right now.

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Silverfish
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Re: OGW Q&A with David Rosen

Post by Silverfish » Sun Mar 01, 2015 4:35 pm

The video for the latest OGW is up now, it was a bit shaky since I was using a new setup where I was streaming remotely, which did save the show, but also made me a bit less focused, and yeah I still got disconnected from the call a few times. :P

Enjoy, and thanks for the questions! :)


ManlyPotato
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Re: OGW Q&A with David Rosen

Post by ManlyPotato » Wed Mar 04, 2015 4:03 pm

A question for the devs, when will you consider or what will you add to consider the game complete or at least at a beta stage? What plans would you have for the game at the beta point?

nakedsquirrel
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Re: OGW Q&A with David Rosen

Post by nakedsquirrel » Fri Mar 06, 2015 6:26 pm

Question for devs:

I saw in the latest change log an interesting showcase with the new object attachment that included a make-shift shield. I am wondering if a shield object or shield fighting style might be added to the character animations? Or if other styles of combat animations are in the works?

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Silverfish
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Re: OGW Q&A with David Rosen

Post by Silverfish » Sun Mar 15, 2015 3:01 pm

The OGW that was going to start now had to be canceled. People are unfortunately too busy and sick to be able to participate. :(

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rodeje25
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Re: OGW Q&A with David Rosen

Post by rodeje25 » Sun Mar 15, 2015 3:44 pm

Well shit i totally forgot it was today

Typhaceaebuna
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Re: OGW Q&A with David Rosen

Post by Typhaceaebuna » Wed Mar 25, 2015 12:20 pm

I'd love to hear more about how you engineered targeting and hit detection for combat. There are three-ish big questions I've had trouble figuring out by experimenting in-game:

1) How do you actually determine attack priority? I know when faced with multiple targets, Turner will hit the first one who will hit him: do you just do a sphere check to see who is in range, then check who's attacking?

2) Is determining hit/miss really as simple as constructing model-accurate hitboxes and checking for collisions? If so, how do you prevent weirdness like Turner's walk animation causing his fist or foot box to touch an enemy: does each animation have events to activate/deactivate the appropriate hurtboxes at the appropriate time?

If that is the case, now that models can be fat/skinny tiny/huge, how do you control for unbalance caused by weird model shapes, like a tall wolf's punch going over the head of a short rat?

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Sehiro
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Re: OGW Q&A with David Rosen

Post by Sehiro » Thu Mar 26, 2015 3:18 am

Typhaceaebuna wrote:1) How do you actually determine attack priority? I know when faced with multiple targets, Turner will hit the first one who will hit him: do you just do a sphere check to see who is in range, then check who's attacking?
To that question I would add: will eventually be implemented mouse direction as a factor determining the target?
This way, in case of multiple targets are in range, the player would still be in control, thing that was lacking and sometimes bothering in Lugaru.

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Silverfish
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Re: OGW Q&A with David Rosen

Post by Silverfish » Sun Mar 29, 2015 3:10 pm

Latest episode:


Really interesting episode where we talk about Wolfire considering switching to Unreal Engine 4.

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rodeje25
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Re: OGW Q&A with David Rosen

Post by rodeje25 » Sun Mar 29, 2015 3:32 pm

NOOOO DAMMIT.......
Missed it..... Again

Edit:
hiring more people: ABOUT TIME
Switching to ue4: i hope not unless it won't be laggy on older computers (a lot of exclamation points)

Edit edit:
And mod support?

Pritchy96
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Re: OGW Q&A with David Rosen

Post by Pritchy96 » Sun Mar 29, 2015 5:33 pm

Very interesting update.

I think a lot of us will be worried that this will lead to yet more stagnation of the game, however if it works as intended it could be the solution to that very problem..

On the other hand, at this point, most of us who are still interested are in for the long haul, so the delay while transitioning won't make much of a difference. A key element of trying this would be knowing when to cut your losses if it's not working. A hard one to judge indeed, but important. Deciding to go back to Phoenix six, eight months in to working with Unreal could really put the nails in the coffin. :|

What could make this really worth it is stuff like Multiplayer/Co-Op, which, from what David was saying, wasn't really in mind when designing Phoenix. Mod support using a standard tool would really be excellent too.

The only thing I really, really do not want is the loss of the automatic ledge detection. I understand what you're talking about with regards to it having a lot of dodgy edge cases, but couldn't this be alleviated by giving the map makers more tools? I'm imagining placable zones within which you can't climb, or perhaps one which further relaxes the conditions that enables the player to climb so map makers can set areas where the player can climb where the engine wouldn't let them ordinarily. This way we get the best of both worlds, the automatic edge detection which I'm sure many map makers love, while still allowing those that wish to to have finer control to do so. I really think it would be detrimental to OG to take it out entirely.

All in all, I'm cautiously optimistic. :P

Some questions:

Is multiplayer now a valid possibility?
Are you going to start streaming more, David, when you start transitioning? I really enjoyed your streams during Under Glass dev.
Aubrey, new graphical direction for OG now? :twisted:
Last edited by Pritchy96 on Mon Mar 30, 2015 2:12 pm, edited 1 time in total.

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