Lugaru levels were designed differently from most games. Most of the levels had the same set of rules and the same objective: kill everyone. The variety came from the layout of…
If you pay $30 for a game, how long does it have to be to get your money's worth? This is a complicated question, so I would like to look at each part independently. First I would…
Here is what is new in Overgrowth in the 92nd weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are…
Some of you asked whether Robbert could make fists yet, so here is an update on that front. This is a pretty important feature for a fighting game -- punches are difficult to…
Here is what is new in Overgrowth in the 91st weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are…
Aubrey recently posted about the artwork he did for a pre-Overgrowth game prototype, called AWOL. Today I'd like to show some of the technical work I did for that prototype. The…
Before settling on Overgrowth, David and I kicked around a few different ideas. We have a lot of leftover concepts, screenshots, and art assets from trying out these ideas, so I…
Here is what is new in Overgrowth in the 90th weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are…
Last time we talked about transformation matrices, and how they let us change from one coordinate system to another. A lot of you expressed interest in quaternions, so today I will…