Monthly Archives: February 2017

DevBlog 45 / PAX East here we go

Hi everyone!

We are extremely excited to announce our game will be played at PAX East on 10-12 March in the IndieMEGABOOTH space. Our first overseas adventure to showcase Decay of Logos. Here’s the lineup: http://indiemegabooth.com/indie-megabooth-pax-east-2017-line/

This week the team was polishing and finishing the art and the gameplay for the area prior to the end of Chapter One.

Exploring sometimes is worth it.

We decided to design banners that bear the Coat of Arms of one of the Princes, and we placed them on specific locations. By doing this we wanted to convey the feeling that the Ancestor ruins you find throughout this part of the Realm have been occupied and repurposed by the Prince’s men. Additionally, the banners allow us to really show how windy the area we’ve been working on really is.

Path to dangerous encounters.

There’s a trailer in the works, and we aim to show off some of these new areas in full glory and display a dramatic and accurate feeling of this game!

Keep smashing till you have stamina!

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DevBlog 44 / Closing a chapter

Hi there!

This week we’ve done a bit of enemy balancing for the Windmills’ area. Some ranged enemies were placed here in order to keep things challenging, but in a way that won’t make it too frustrating. The Woodified Enemies have been completely revamped with new animations, so the feeling of the first part of the game is getting close to what we had envisioned in the beginning.

Also, the Wanderer has more proper animations, while he is interacting with the player. As stated before, he will make frequent appearances throughout your whole adventure. And, in time, the Girl will learn more about him and his motivations.

This guy can’t play.

The final part of Chapter One approaches, development-wise. We are all working on this very last scene pretty hard, and we will show plenty of it further down the road but, for now, here are two ominous teasers!

Science, batch!

Let’s see where this leads to.

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DevBlog 43 / Animation improvements

Hi everyone!

This week various changes were made in the AI department, from simple enemies to mini bosses, and their behaviors have been polished. Also, some bugs that still persisted since our last showcase at Comic Con were finally fixed. Plus, we’ve added a simple stress meter that shows up while riding so players can tell for how much longer they can mount the Elk before needing to feed it some berries.

Our animator did a lot of new animations for our enemy models and gave them the appropriate mood and feeling. He’s constantly working on custom ones to replace the old placeholder animations that we still have in the project. Additionally, different weights are now assigned to each foe as they are instantiated, so that every enemy acquires a stronger sense of individuality. Here are the various forms of transformation of this type of enemies.

Hey! I’m walking here!

We’ve also been working on an important event that takes place in the final area of Chapter One – the meeting with the Kid. The player will be able to help him escape from the cage he is trapped in, eventually learning more about his origin as the journey continues.

Please save me.

Can I axe you a question?

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DevBlog 42 / Opening new paths

Hi there!

Since the beginning, one of our goals has been to intuitively make the player realize it is best to keep his four-legged companion by his side, without leaving it behind. In that sense, opening paths to make sure both the Girl and the Elk can travel together on this long journey is always an achievement!
Development wise, we are approaching the end of Chapter One (the first Act has two Chapters) and a big battle draws near, as well as some story reveals.

Lowering the bridge.

We have been working hard in this final zone, even though we haven’t shown much of it yet. We wouldn’t want to spoil all the fun. Nevertheless, here is a sneak peak of a very special weapon that foreshadows an epic encounter the player will have.

A strange sword.

The end of the first Chapter will conclude the “wood theme”, which has been predominant up to this point. The following Chapter will be very different, with a more “medieval-esque” feeling. Stay tuned for the next devblogs!

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