The following is a guest blog post from Wilbefast on the topic of stealth mechanics in games and why they are so appealing. I didn't actually introduce myself last time around…
There's one question that I keep coming back to when thinking about game design: how do you tell the difference between a game that's fun to play, and one that's painful to stop…
Overgrowth Fan Art Spotlight - Bear Clan by Andrige
April 30th, 2010
This is a guest post from Andrige (aka Triggerman on the NS2 forums). You might remember his awesome NS2 OG Collaboration piece that was created during the Organic Indie Preorder…
The Wolfire IRC channel is an awesome place to hang out with developers and talk about Overgrowth, video games, and random stuff. Like the forums and blog, we try not to really…
In games, particle effects like smoke or fire are drawn as image squares that always face torwards the camera. This looks fine in most cases, but the illusion is destroyed when…
Here is what is new in Overgrowth in the 76th weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are…
If he only breaks your sword, consider yourself lucky. Heavy armor is excedingly rare in Overgrowth, and not without drawbacks, but offers excellent protection against cutting…
There is a formula to game plots, which goes like this. The leader of an evil conspiracy kidnaps or kills the player's family and friends. The player then destroys the evil…
In games, character animation is usually done using keyframes. That is, by defining important poses and placing them on a timeline. For example, in a roll animation, the keyframes…