With the ongoing external QA, which is going pretty well since you’re asking, we’ve been tackling the the issues all around the clock.
The art team, however, has channeled their artsy magicae to polish the skybox, which is what we’re bringing out today for your viewing pleasure, so please enjoy the following screenshots:
Politely asking the Brute to stand aside to take this sky picture!
Communing with nature while taking another sky picture!
We hope that you’ve enjoyed the content we had to share today, rest assured that we’ll have more goodies to share further down the road, so stay tuned.
Have a great weekend!
This week marks a major milestone for us as we’re finally sending our game off to external QA. It’s extremely important to get an outside perspective on your work, we’re confident that this process will improve the final quality of the game, well worth the time spent handling every minute detail.
Things to come…
Sometimes all you need is your fists, and fire, magic fire helps!
Wish us luck, we’ll be back next week with additional information!
Another quick update for this week’s tasks!
In short, we’re continuing to pool our efforts into the tasks that we’ve talked about in the last posts, meaning the ports and the embellishment of all areas.
Here’s a screenshot of the Wadi of the Howling Rift, which is also getting an overhaul on its population in order to provide a level of challenge that matches its imposing looks:
The Wadi of the Howling Rift.
The vegetation, props and even architecture is being tweaked throughout these areas, and its pretty fun to see how some of the team members that have been doing runs in order to help with the balancing and QA react to the changes that are being implemented, or fall prey to unexpected enemies or traps!
Here’s one last treat, the image speaks for itself:
Development build of the Switch port.
That’s all for this week, stay tuned for the next update and have a great weekend!
The team is currently really busy finishing up some major tasks, so the post this week is gonna be just a quick update!
We are all adding those finishing touches to every aspect of the game that will surely bring the whole thing together and really make it shine. Working on porting the game to consoles is also very time-consuming, and that’s where we’re at.
Here’s a little teaser of one of the early locations, now reworked, that you’ll get to explore!
An imposing statue guards these lands.
This week, our biggest focus on the technical side of things was working on the console ports, while also continuing to optimize the project and its code. We want to make sure that all platforms provide the best experience possible, since we’re big fans of them all!
On the artistic side, we’ve done a good amount of polishing over the landscape, especially in the Howling Rift, hence the title, and continued to polish work on the audio, visual effects and animations.
We also have a couple of shots of the aforementioned area to share, but be mindful that they are still work in progress:
I swear she was here just a minute ago!
That’ll be all for this week, thank you for checking out this devblog post and please stay tuned for more next Friday!
We hope you are all getting ready for an awesome weekend. Short post today(national holiday) but we got some really cool stuff planned for next week as we’re getting ready to replace quite a few of our old placeholder VFX assets. It’s really going to breathe new life into the game!
The team is happy to announce that the winning shields have been added to the game. We’ll be posting additional gifs and a cool making off video soon, stay tuned!
Aegis of Vitrum on the left, Viriathus’ Bulwark on the Right.
The contest winners, Rita and Marco.
As a special addition, Shields now have special abilities which we’ll be demonstrating soon.
Have a great weekend!
We’d like to start by letting you all know that we’re humbled by all the creators and voters that took part in the Design-a-Shield Competition, you have our heartfelt thanks! Although we’ve already announced the winners on our social networks, we couldn’t help but also share their names and entries in the DevBlog, so here are the 2 winners to have their creations added to Decay of Logos:
Congratulations to the winners!
Our first winner is Rita Duartes’ design, on the left side. It was selected for having the most votes from our competition album, with its mosaic inspired design. Congratulations to Rita; we are looking forward to bringing your design to life for Decay of Logos.
The second winner has been chosen by the team here at Amplify Creations after a very difficult day narrowing down our favorite design from so many creative concepts. After a team vote we’re delighted to announce that Viriatus, created by Marco Vale, and being on the right side, will be featured in Decay of Logos! We feel the visual theme and materials resonate perfectly with Ada’s environment. We love the balance of the pragmatic simplicity with the intricacies of the cast iron emblem and leatherwork.
Congratulations to both Rita and Marco! And thank you again for your support during this competition.
On another note, are you by any chance going to EGX Berlin?
Come check us out at EGX Berlin!
Decay of Logos has a booth there at the Thunderful stand, 28-30 September 2018, hall 7, and we hope that you’ll have a chance to play its latest build!
That’s all for this week, we’ll be sharing some more development news next friday, so stay tuned!
Hello dear readers!
Hope you all had a good week! First and foremost, we’d like to remind you that voting for the Shield Contest is still going, so make sure to cast your vote on your favourite entries HERE!
We’ve had a total of 26 entries, which got us all very excited, and each design is pretty unique, with very different and unique sources of inspiration. Some of them even have their own lore!
Regarding our progress, we’ve been crafting some additional weapons and armor sets, and we’re up to a point where we believe that we have more than enough variety to cater to different play styles and builds. Take a look at some of the new additions below:
What have we here?
A few new props were added and placed throughout the land, together with some additional details here and there for enhanced environmental storytelling, which has been one of our concerns since the earliest stages of the game and its world design. Here’s a sneak peek:
Also, in preparation for the EGX Berlin, we’ve done a very thorough QA, polish and balance pass, which will continue next week. You’re all invited to play Decay of Logos at the event, you can find us at the Thunderful booth, so be sure to pay us a visit ( or several! ) if you’re able to attend, which will be happening from 28/09 to 30/09!
Hope you’ve enjoyed the update, see you next Friday!
Once again, the team is working hard to finish and add all the small details so the game looks and feels good. Developing armor sets and polishing animations is currently our daily routine! Animating with our proprietary tools makes the process much simpler and the results much nicer.
With and without improvements
Also, the reworked VFXs are looking great! We’ll be showing them in all their glory in a later post, but here’s a sneak peek.
Look at the cog detail and the new ripples VFX
The shield design competition is almost over, this is the last day! Very good submissions so far, we will announce an album with all the submissions and descriptions provided.
On the audio department, now it’s all about the finishing touches – the cutscenes are in the oven and they’re starting to sound great!
As we’ve mentioned in a previous post, the team has been producing new pieces of armor. The one shown below is made from the mud of the Sacred Grounds of Palus, a large swampy area the players will have to cross in the game.
Mud armor set
Today the post is a simple update about some of the progress we’ve made regarding a few enemies, armor sets and overall detailing.
A lot of polishing is being done on the animation side, our animator is doing a bunch of small tweaks and additions so the game feels and looks a lot more fluid.
We have a new temporary addition to the team – the wiz Paulo Pinho is helping us on the VFX side, and the results speak for themselves, but we’ll have to share that in the next post!
Our sound designer has also joined us in the office for some, so the sound/music additions will be faster and better implemented.
On a different note, a new enemy is born – this giant Stinger will haunt you wherever you go! Remember, it can fly… It features a binaural sound when it gets close, for an extra level of creepiness.
Sometimes they attack in swarms!
One of the aspects we wanted to improve on for a long time was the armor set variety. In order to give more options of apparel to the player we are introducing 3 new sets, each tied to a certain location of the game and respective lore. One of these is already in-game, as you can see below. Of course, equipping all the pieces of any set will grant the player bonuses, so keep an eye out and find them all!
The Tradesman armor-set.