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Re: Wolfire Development Blog - Part 3!
Posted: Sat Oct 18, 2008 9:12 pm
by Ragdollmaster
Kalexon wrote:Is it just me or does #6 look like a bread knife?
Yes, it was affectionately nick-named the "Elongated Kitchen Knife Of Doom" when it first came out ^^
Re: Wolfire Development Blog - Part 3!
Posted: Sun Oct 19, 2008 8:32 am
by Chainsaw man
*Teehehe!*

Re: Wolfire Development Blog - Part 3!
Posted: Sun Oct 19, 2008 8:44 pm
by BunnyWithStick
Bread knives have serrated edges like a saw, silly.
Re: Wolfire Development Blog - Part 3!
Posted: Tue Oct 21, 2008 12:42 am
by Lotus Wolf
Not mine, it actually kinda looks like that one...
Re: Wolfire Development Blog - Part 3!
Posted: Tue Oct 21, 2008 7:16 am
by BunnyWithStick
Then yours is stupid, stupid!

Re: Wolfire Development Blog - Part 3!
Posted: Tue Oct 21, 2008 1:21 pm
by Lotus Wolf
Re: Wolfire Development Blog - Part 3!
Posted: Tue Oct 21, 2008 8:41 pm
by Chainsaw man
Well if you sharpen a knife right t can make flesh jump right out of its skin, why not bread?
Re: Wolfire Development Blog - Part 3!
Posted: Tue Oct 21, 2008 9:30 pm
by Derakon
Random brain firing: rocks as improvised throwing weapons.
Re: Wolfire Development Blog - Part 3!
Posted: Tue Oct 21, 2008 9:41 pm
by Lotus Wolf
Hey!!! thats good!!!!! prolly would do damage equivalent to a standard punch. but it would be good for knocking them over or stunning them. that was good...!
Re: Wolfire Development Blog - Part 3!
Posted: Tue Oct 21, 2008 9:43 pm
by BunnyWithStick
Almost every game that has a rock as an item allows you to throw it to do damage. But if OG doesn't have this feature, I'd be rather annoyed, so…
Re: Wolfire Development Blog - Part 3!
Posted: Tue Oct 21, 2008 9:55 pm
by Lotus Wolf
I dont know, i think overgrowth will be REALLY great, and if you can't throw rocks like stupid kids, then it wont take away from the game. But it would still be cool to throw rocks like children...
Re: Wolfire Development Blog - Part 3!
Posted: Tue Oct 21, 2008 11:47 pm
by Count Roland
If you're going to have them as throwing weapons why not have them as improvised bludgeoning weapons as well.
Re: Wolfire Development Blog - Part 3!
Posted: Tue Oct 21, 2008 11:58 pm
by Lotus Wolf
is it just me, or did he put that twice?
Using them to hit people with would be cool too.
Re: Wolfire Development Blog - Part 3!
Posted: Wed Oct 22, 2008 9:25 am
by Chainsaw man
The Greatest weapon in the world whont save you from having your brains bashed in by a rock from the back.
One thing that would be epic is a sack full of coins used to assasinate some one, the model could be called 'blood-money'.
Re: Wolfire Development Blog - Part 3!
Posted: Mon Nov 10, 2008 12:23 pm
by Ozymandias
(terrain texturing)
I can't help but notice someone mentioned Starsiege: Tribes and Tribes 2 (Mighty183)
Will that how texturing work in this?I remember in Hammer (hal life 2) you just picked 1 texture and added decals to try to make it interesting, but in Tribes 2 you got a pallet of different textures you could "paint" onto the terrain at your will.
Not only that... Guys... Tribes 2 had an IN GAME EDITOR that knocked my socks off. I could be going about a level (or should I say map?), merrily, then any time I want I can just hit Alt+E (I think that's what the combo was) and then the level editing menus would pop up. Will I be able to do something like that in Overgrowth?