Overgrowth is the in-development sequel to Lugaru, which some people may know as 3D fighting game featuring rabbits. Overgrowth is looking to go above and beyond its sequel in so many ways, but right now, let's just check out the sort of features the Phoenix Engine (which also uses OpenGL) has that would be very much applicable to Mobius:
General Features/Features with their own vids:
- Intuitive In-game level editing (later improved in Alpha 169)
-- Brush Tool
-- Sky Editor
-- Decal Textures
-- Live texture, shader and script updating
- Detail Textures (demonstrated here,, textures that don't stretch when an object is resized)
- Live scripting
- Bullet physics
- Awesomium integration for UI and other stuff (such as a webkit-based colour picker)
- Procedural Animation
Features shown in Alpha videos:
- Alpha 108:
-- Decal Maps (textures on objects that tile rather than stretch when an object's size is modified
- Alpha 112:
-- Detailed Physics Modelling (physics objects have their own realistic center of mass that they rotate around)
- Alpha 114:
-- Partial Animation Blending
-- Active Ragdolls (ragdoll animations integrated with normal animation, in a sense)
- Alpha 115:
-- Colour tinting (objects can have their colour altered a via colour picker created using webkit via Awesomium)
- Alpha 117
-- Dynamic head/eye look
-- Automatic lip sync
- Alpha 122:
-- AI Waypoints
- Alpha 123:
-- AI awareness (limited peripheral vision, cannot see through walls, hearing)
- Alpha 124:
-- AI Pathfinding (via the open-source recastnavigation library and its companion library, Detour)
-- Jumping prediction
- Alpha 126:
-- Ragdoll transition animations
- Alpha 132:
-- Normal Mask can act as a tint mask (so you can colour parts of an object rather than the whole thing)
- Alphas 132, 133:
-- Smooth ledge-climbing and shimmying (just an example if we ever feel like adding something like that)
-- Dynamic collision ellipsoids
- Alpha 135:
-- Combining shadow volumes of nearby objects to avoid dynamic shadows overlapping
- Alpha 137:
-- Colour-tinted decal textures
- Alphas 138, 139
-- Detail Objects
- Alpha 141:
-- Abstract collision world
- Alpha 143:
-- "Mobility Bones"
- Alpha 147:
-- Automatic character mesh LOD simplification
- Alpha 149:
-- Procedural foot movement
- Alpha 153:
-- Splitscreen support
- Alpha 154:
-- Sounds are dampened by obstacles
- Alpha 155:
-- Weight maps for detail objects
- Alpha 156:
-- Common shaders use shader macros (to make them easier to maintain)
- Alphas 157, 158, 159:
-- Hotspot scripts
-- Parameter system for hotspots and characters
- Alpha 160:
-- Character colour palettes with colour palette editors
- Alpha 162:
-- AI keeps track of all nearby characters, including allies
- Alpha 163:
-- Automatic plant pivot points
-- Automatic plant convex hulls from point cloud
- Alphas 168, 169:
-- Detail object types can be modified in the level xml, and liveupdate works with detail objects
-- Overbright option for detail objects
-- Surface orientation parameter for detail objects
- Alpha 170:
-- Live updating for config settings
- Alpha 173:
-- Climb/drop pathfinding AI
- Alpha 174:
-- Nav mesh objects are no longer hollow, so AI can find jumping surfaces much easier
- Alpha 178:
-- Animated debug text using webkit (makes it much easier to see what's going on at a glance)
- Alphas 190, 191:
-- Attachment system for both weapons and non-weapon gear for both player characters and NPCs
-- Dynamic objects can be colour-tinted using the colour picker
- Alpha 192:
-- Time freezing (alongside slow-mo)
-- Appropriate controls for the parameter editor
-- Parameters for the entire level
- Alpha 193:
-- AI has slower reaction time to changes in target position
- Alpha 194:
-- Scripts can create, delete, rotate, scale, translate, change script paramaters, tints, colour palettes, and so on.
Whew! That's a long list. I'd recommend looking at all the Overgrowth alpha videos, even the ones that have features that aren't really relevant to Mobius, it's an interesting insight into Overgrowth's development process.
Feel free to add more stuff to the list that I may have missed or simply overlooked.
General Features/Features with their own vids:
- Intuitive In-game level editing (later improved in Alpha 169)
-- Brush Tool
-- Sky Editor
-- Decal Textures
-- Live texture, shader and script updating
- Detail Textures (demonstrated here,, textures that don't stretch when an object is resized)
- Live scripting
- Bullet physics
- Awesomium integration for UI and other stuff (such as a webkit-based colour picker)
- Procedural Animation
Features shown in Alpha videos:
- Alpha 108:
-- Decal Maps (textures on objects that tile rather than stretch when an object's size is modified
- Alpha 112:
-- Detailed Physics Modelling (physics objects have their own realistic center of mass that they rotate around)
- Alpha 114:
-- Partial Animation Blending
-- Active Ragdolls (ragdoll animations integrated with normal animation, in a sense)
- Alpha 115:
-- Colour tinting (objects can have their colour altered a via colour picker created using webkit via Awesomium)
- Alpha 117
-- Dynamic head/eye look
-- Automatic lip sync
- Alpha 122:
-- AI Waypoints
- Alpha 123:
-- AI awareness (limited peripheral vision, cannot see through walls, hearing)
- Alpha 124:
-- AI Pathfinding (via the open-source recastnavigation library and its companion library, Detour)
-- Jumping prediction
- Alpha 126:
-- Ragdoll transition animations
- Alpha 132:
-- Normal Mask can act as a tint mask (so you can colour parts of an object rather than the whole thing)
- Alphas 132, 133:
-- Smooth ledge-climbing and shimmying (just an example if we ever feel like adding something like that)
-- Dynamic collision ellipsoids
- Alpha 135:
-- Combining shadow volumes of nearby objects to avoid dynamic shadows overlapping
- Alpha 137:
-- Colour-tinted decal textures
- Alphas 138, 139
-- Detail Objects
- Alpha 141:
-- Abstract collision world
- Alpha 143:
-- "Mobility Bones"
- Alpha 147:
-- Automatic character mesh LOD simplification
- Alpha 149:
-- Procedural foot movement
- Alpha 153:
-- Splitscreen support
- Alpha 154:
-- Sounds are dampened by obstacles
- Alpha 155:
-- Weight maps for detail objects
- Alpha 156:
-- Common shaders use shader macros (to make them easier to maintain)
- Alphas 157, 158, 159:
-- Hotspot scripts
-- Parameter system for hotspots and characters
- Alpha 160:
-- Character colour palettes with colour palette editors
- Alpha 162:
-- AI keeps track of all nearby characters, including allies
- Alpha 163:
-- Automatic plant pivot points
-- Automatic plant convex hulls from point cloud
- Alphas 168, 169:
-- Detail object types can be modified in the level xml, and liveupdate works with detail objects
-- Overbright option for detail objects
-- Surface orientation parameter for detail objects
- Alpha 170:
-- Live updating for config settings
- Alpha 173:
-- Climb/drop pathfinding AI
- Alpha 174:
-- Nav mesh objects are no longer hollow, so AI can find jumping surfaces much easier
- Alpha 178:
-- Animated debug text using webkit (makes it much easier to see what's going on at a glance)
- Alphas 190, 191:
-- Attachment system for both weapons and non-weapon gear for both player characters and NPCs
-- Dynamic objects can be colour-tinted using the colour picker
- Alpha 192:
-- Time freezing (alongside slow-mo)
-- Appropriate controls for the parameter editor
-- Parameters for the entire level
- Alpha 193:
-- AI has slower reaction time to changes in target position
- Alpha 194:
-- Scripts can create, delete, rotate, scale, translate, change script paramaters, tints, colour palettes, and so on.
Whew! That's a long list. I'd recommend looking at all the Overgrowth alpha videos, even the ones that have features that aren't really relevant to Mobius, it's an interesting insight into Overgrowth's development process.
Feel free to add more stuff to the list that I may have missed or simply overlooked.
This post has been edited by Candescence: 04 December 2012 - 11:59 AM


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