well the combat is completely based on physics (no idea whats the exact names of the bulletpoints) ... so it might look like its all just couple punches ... but there is much more to it ... what matter is the your speed the body parts you punch and other stuff like that
be interesting to see if it'll all be worth it in the end. spend all that time creating a neat engine with some amazing physics simulations... but then if you dont package it with great gameplay and an interesting story, it gets swiftly forgotten...
also, how much mass appeal does a game where you play a rabbit fighting other animals have, compared to if he'd built it around humanoid characters? I appreciate his passion for wanting to create something so unique and special.. just remains to be seen if it'll pay off compared to the average game that is simpler and more straight forward to make, but is well made and interesting, that sells hundreds of thousands of copies.
The animal characters do allow for some interesting combat mechanics though such as rabbits naturally being agile and good at jumping though fairly frail in a direct fight.
Well until you pick up a melee weapon and start getting creative, heh they do have a pretty interesting system for bleeding and such.
also, how much mass appeal does a game where you play a rabbit fighting other animals have, compared to if he'd built it around humanoid characters?
JBeckman wrote:
The animal characters do allow for some interesting combat mechanics though such as rabbits naturally being agile and good at jumping though fairly frail in a direct fight.
Additionally I think it helps a bit with visual acceptance. Unlike human we do not observe humanoid rabbits and wolfs running around so I'd say we are more tolerant to animations.
Whats the name of this totally physics based combat game again? That looks really wonky
We have now released our final beta version! This version features the new story mode, and is feature-complete --we just need a couple weeks of final testing before we exit beta and release Overgrowth 1.0.At that point we will continue to support Overgrowth, using the 1.x version scheme, while exploring ideas of what to make next! Here is a video showing what's new in the final beta:
Nice to see this released, hoping the game will be in good shape with that 1.0 release although it almost sounds like development will continue post-launch the way it's worded but on the other hand they could just mean patch support and such and not any new features or functionality.
appy Holidays! We're pleased to announce Overgrowth 1.1, on sale for 40% off until January 4th. Along with many performance improvements and bug fixes, it features an officially-remastered version of Therium 2, a total conversion by Constance P.
Constance has worked on this story over the course of two or three years, and created more than 40 levels, including branching paths, multiple endings, an entirely new story, and deep background lore. Since the launch of the Overgrowth story in October, the Wolfire team has been working with Constance to improve Therium 2 and make it easier and better for players to access.
Constance added several new levels to the beginning to introduce the story more smoothly, and completely remade or revised a number of others. Together we built a new menu and save system that makes it easy to keep track of progress through the branching campaign. We also went through most of the levels to overhaul the lighting and visuals, so that they look as good or even better than the original Overgrowth levels, while keeping performance and framerate in mind.
Therium2 gives the player a lot of freedom, and doesn't hold their hand much with hints and checkpoints, so I would recommend playing through the original Overgrowth story first to make sure you have mastered the controls and mechanics.
Like the Overgrowth story, Therium-2 was made with moddability in mind, so it'll also include new assets made by Rolands and Jackie, made available in the editor. There are also several new hotspots and scripts that anyone can use for their own levels.
We've paused work on the game. We mentioned that in the stickied 1.3 patch notes and at blog.wolfire.com.
If we resume work on the game in the future, and work on the arena mode, we would probably do that, yeah.
Sounds like the workshop will be what adds additional content to the game from here on, wonder what they're working on next and hopefully that project won't be quite as troubled and long running.
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