Monthly Archives: August 2018

DevBlog 119 / Meet us at gamescom!

Hello!

We’re happy to announce that we’re bringing Decay of Logos to gamescom 2018, together with our publisher Rising Star Games! The event will be hosted in Cologne, Germany, more specifically at the Koelnmesse exhibition center, from the 22nd to the 25th of August.

Meet us there!

We would love to meet you and have you check out our game, we’ve added a whole lot of polish and content to the Decay of Logos show build that was showcased in Unite Berlin so, even if you already had a chance to play the game before, we’re confident that you’ll be surprised with how much things have changed!

You can find us at the Rising Star Games room 10-11, Koch/Deep Silver, Halle 4.2, Stand D021-B020, Messeplatz 1.

The Blacksmith’s workshop.

Regarding this week’s progress, the focus was mostly on the console ports, together with some further polishing and QA for the aforementioned build. A lot of progress was made in the Nintendo Switch and PS4 versions, and the XBOX One version will definitely be focused later on.

The mysterious bard.

We’re also sharing some screenshots from the latest build, enjoy!

Water you doing there?

Thank you for reading, we hope that you can visit our booth and have the opportunity to check out our game, have a great weekend!

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DevBlog 118 / A new hope?

Hello everyone!

We’ve just finished adding new props to the village, in order to breathe more life into it, as you can see in the image below:

The Song of Drying!

These include clothes drying poles, swings, pottery and more, some of which will appear as you progress through the game. The hamlet will reflect the protagonist’s actions, be it the outcome of a great battle or some other event that took place in a different area, and every time you return you’ll notice that certain changes took place. Could these be signs that life might eventually go back to normal, and that peace will take the place of war?

Cabbage fight!

The pottery is also one of the new destructible items, adding more variety to certain areas of the game, here’s an image on what can happen if they’re not handled properly:

Who knows what may lie inside?

All of the dungeons, or Arx, have been finished and might still undergo a few tweaks in order to make them even more interesting, such as improved enemy placement or even ambushes. Also, some of the new combat animations and movements were polished, and we’ll keep play testing and tweaking them throughout the next week.

On the more technical side, as the time for furthering the development of the console ports draws near, we’ve redone the input system, in order to allow for more flexibility when integrating with other platforms.

That is all for this week, see you next Friday!

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DevBlog 117 / Hammer to the Forge, Mace to the Face!

Hi everyone!

We’re excited to share with you that we’ve finished the combat animation overhaul, they’re all in-game and being tested as we “speak”!

This brought dramatic changes to the combat’s feel and pace, bringing it much closer to our vision. Here’s a taste to brighten up your weekend:

Mace to the Face!

There’s also another noticeable change which should be quite apparent in the above image if you’ve been following our devblogs for a while, and that is the visual polish we’ve been doing. We’ve tweaked the post-processing and illumination of our initial areas, and also took the opportunity to tweak environment sounds, improve loading times between different zones, tweak the enemy placement, add some ambushes and even some additional surprises throughout the game!

Some new assets were added as well, including new item icons and the town blacksmith’s tools:

Hammer to the Forge!

That’s all for this week, thank you for reading!

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