Monthly Archives: December 2016

DevBlog 37 / The Kid from the Mills

Hi there!

Remember the concept art for the Kid we have shown a few posts ago? We have finally wrapped up the model and textures for that character, and he is ready to be brought to life by our animator!

In-game model of the Kid.

On the environment art side of things, we have started to work on a new zone of the game, which is a canyon-esque area with lots of windmills. Here is a mood and shape concept piece that is meant to guide us while we produce and put together all the various new elements that will compose the scene.

Concept art for the new canyon area.

Comic Con Portugal was a blast! Lots of feedback and people testing and enjoying the game. We will definitely be back next year. For those who did not get a chance to play, be sure to keep an eye out for future updates.

Praise the Sun!

To everyone who got to play our game, thank you!

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DevBlog 36 / Darkness creeps in

Hi everyone!

Once again, this week André was improving and fixing some stuff following the feedback we got from Lisbon Games Week. Some UI changes and rearrangement were done for a more readable inventory, for example. Two handed swords will also start to behave like one handed ones, since various testers sheathed the weapon by mistake in the middle of the combat. Also the Elk control and camera were improved, and probably a change in the controls will be made at a later stage. Since the prototype that the inspiration for the Elk control was Shadow of the Colossus, but maybe it is time to test a new control system, more similar to the Girl control. We will have the chance to test these changes at Comic Con Portugal.

We also revamped the area with the cave tunnels in order to achieve a more immersive ambiance.

Close encounters of the slime kind.

One last thing, we are having a lot of fun doing some promotion captures with the cinematic camera đŸ˜›

Wandering in the swamp.

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