Monthly Archives: January 2017

DevBlog 41 / I can see my house from here!

Hi everyone!

Once again, part of the team was working on the first Prince’s boss battle, polishing moves, balancing and adding more animations so the battle feels epic.
Although magic and elemental effects were only supposed to be introduced at a later stage of the game (once the player learns the appropriate skills from an NPC) one of the attacks of this boss required the implementation of the “paralyze” stat. We opted to use this nomenclature because it can be used in every situation in which the player temporarily loses control of the character (such as “petrify”, “woodify”, etc).
Similarly, a placeholder radial bar (around the weapon icon), indicating the current equipped weapon’s durability was added. Before, this very important info was buried in the inventory stat tab.

Paralyze and Durability bar.

That’s a big fall.

We really wanted the Rift Windmills’ area to have its own particular mood and identity, and in that regard the skybox plays a big role. With this in mind, we came up with a brand new sky with some dramatic clouds, as well as silhouetted mountains in the distance. Now the scene looks a lot more unique and consistent.

The swamp castle view from the rift windmills.

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DevBlog 40 / The Rift Windmills

Hi there!

This is our 40th devblog entry! We want to thank everyone who has been following us in this journey.

During this week of work, a boss battle was born. There is still a lot of balancing and small tweaks to be done in each combat phase, but it’s getting there. We are targeting for an intense battle with various phases, different attacks and transformations. Some of us are hardcore Dark Souls players, so the difficulty is being calibrated in favor of everyone.

We will show some parts of this boss battle in the upcoming trailer we are also working on.

The Rift Windmills

Meanwhile, the work on the new Canyon area continues to keep our artists busy. Most of the props have already been laid out, and the big Windmill that punctuates the landscape is also practically finished.

We are currently focusing on the task of texturing very wide surfaces, and to make that process easier, we asked our colleagues from the R&D team to lend us a hand. After some discussion, we decided to add the Amplify Shader Editor to our toolkit, so now we have a much easier time blending maps.

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DevBlog 39 / Improved companion controls

Hi everyone!

This week we were working on the intro scene of the game, where we explain how the Girl and the Elk start their journey. It’s a small new area with short cutscenes and playable zones where the player and the companion meet for the first time.

Some AI balancing and behavior was also done, and the Elk now has two types of control (changeable in options). One is the first version, heavily inspired by the Shadow of the Colossus’ control scheme, and the other is more similar to how The Witcher or Dragon Age handle mounting and steering. We feel that adding gameplay options like this turns out to be appealing for various types of players.

Running from the swamp slugs.

The art team is making progress in the new Canyon-esque area, populating the scene with a few new stone and vegetation props. Developing the surrounding landscape is the current challenge we’re facing, blending 3d elements with 2d planes in order to produce a convincing and immersive atmosphere.

In-game view of the Canyon area, still work in progress.

The boss battle and arena is on the works too.

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DevBlog 38 / Jump Start 2017

Hi there!

The Amplify Creations’ team hopes everyone had a blast during the winter break! This week we are back at full power, picking up where we left off. The “Rift Windmills” area is shaping up, and currently AndrĂ© is working on the tutorial/intro scene, where the player is introduced to a small background of the story and the first meeting between the Girl and the Elk. Like we have mentioned before, the game will feature more visual storytelling rather than an exposition narrative, so expect this tutorial/intro to have some small cutscenes but also gameplay.

Windmill materiality concept exploration.

Rocky shapes sketch for the “Rift Windmills” area.

The Kid is currently being animated, and we really want his carefree attitude to come through. This is a simple animation test to show of the cloth dynamics.

The Kid Test Animation.

Next week we will be working on the final chapter boss battle and event.

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