This week we added a lot of new sounds to the game, both character and background related. And with that a very important immersion component of the game was improved. This is of course an ongoing task, and with new zones and enemies, new sounds must be added.
We worked on the logic for the small lakes too. The drowning, walk in deep water and splash interactions were implemented, but without the proper polished particles we intend to show at a later stage.
As stated before we re-used armors from enemies as player items, so there’s now a scary version of the main character!
Shadows in general have undergone some small but crucial modifications; basically we now use the same technique used in CryEngine/UnrealEngine and other custom engines.
Left: Scary mask! Right: New point light shadows
Same as before, the new canyon-esque area is progressing nicely, and we are spending quite some time adjusting the mood and materials to achieve the proper feel for the place. The work on the new character models is also headed on the right path.
Some progress on the Canyon Mood.
Check out these moves!
Today we will show you one of the new enemies we added and teased recently, the Mimic Barrel. Even sneakier than the Chomper, it will pounce when you are carelessly looking for some random items inside barrels and crates. It delivers fast attacks and is very agile, which will certainly make killing it your top priority.
The Chomper is also complete, with all the attacks it requires, such as throwing things at the player depending on the zone it spawns in, like mud, sand, etc.
We also tuned the camera a little bit, which now adds a small offset when the player is locked to a target, so he/she can always see the focused enemy.
Oh my God!
The work on the new area is progressing smoothly, we are using the following concept as the main guide for the mood we intend for this location:
Meanwhile, the high-poly model for the new boss is pretty much finished, so the game-ready version will surely be developed during next week!
Mood concept for the canyon.
This week we had fun awakening this small but aggressive enemy we call Chomper, and it’s already fully prepared to provide some surprise encounters throughout the game!
The Orphan Kid is also finished, sporting plenty of unique animations that meld with its intricate combat style, we will provide some more insight on him in next week’s blog post. We added some additional dungeon modules to the big picture, allowing for some interesting maze situations and secondary challenges for those who wish to explore every nook and cranny!
Jumping all the way.
This week we worked hard on the Bottom Rift Windmills area, It’s pratically done, and ready to apply the workflow we talked about on the Devblog 58
For this particular zone, we did some research on real locations and came up with a lot of architectural influences. The image below show places like Ordesa y Monte Perdido National Park in Spain (Pyrenees), Phugtal Monastery in India, Canyon de Chelly National Monument in the US and Puente Nuevo in Ronda, Spain.
From left to right top: Puente Nuevo and Phugtal Monastery. Left to right bottom: Ordesa y Monte Perdido and Chelly Monument.
Like we said before this is a very early blocking of the zone, it still needs a lot of detail and beauty props on top.
Top-view of Bottom Rift Windmills blocked zone.
This zone is perfect for a stroll by the riverside!
Our animator is almost done with this little fellow that will be haunting you in the Rift Windmill zone!
Acrobatic attack no.2!
Half of the team members are enjoying their much deserved vacations, and our programmer and game designer is back and working on the blocking of the final zones of the game! Most of the ideas are in paper and sketches including the puzzles, encounters, cutscenes and events. Blocking the final zone of the game provides an opportunity to look at the game as whole, while also considering its pacing and mood building and performing small tweaks here and there.
Right now we are blocking the Bottom of the Rift Windmills, the area inhabited by the previously revealed canyon kids. We’re aiming at a spicing up the place with a lot of exploration opportunities while taking advantage of the topology of the terrain to include plenty of vertical exploration as well. Here’s a small preview below.
Bottom Rift Windmills blocking preview.
Like we mentioned above, small tweaks and polish passes were made in the previous zones in order to achieve the intended mood. Below you will find two pictures, the first one being of the Old Woman’s House, and the second one an encounter with two cursed soldiers that are into jogging.
Old Woman’s House in the woods.
Survival rule #1: Cardio.
Hope you’ve enjoyed our devblog update, have a great weekend!