I ran into an interesting bug when I was messing with an early version of David's shadows. I was a little surprised to see my full name projected onto the ground: Unitialized…
Keeping track of all objects, groups, hotspots, scripts, characters, and more in a big Overgrowth level can quickly become a headache. We started noticing this with Hale's massive…
I had a lot of fun the other day experimenting with post-processing effects, so I made a video to show how they look in action, and to explain how some of them work. While they are…
We still have some under the hood work to do before we can start implementing the Overgrowth combat system. However, one thing we think about frequently is what features make a…
I have been working on fleshing out the ideas behind the dogs and their culture in Overgrowth. I am pretty excited about it so I made some new concept art! Be sure to check it out…
Inspired by recent blog comments about bloom, I added a post-processing step to the rendering pipeline in Overgrowth. Post processing effects are image filters that are applied as…
Here is what is new in Overgrowth in this weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are…
This is a post from Mikko Tarmia who is the composer for all of Overgrowth's music. In this post, I want to talk a little about the evolution of music in Overgrowth. You might have…
Part of our strategy for getting the word out about Overgrowth revolves around various social networks. Pretty much the only way we grow is organically through word of mouth. This…