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DevBlog 145 / An extra touch of identity

Hi everyone!

We’ve done a quick balancing pass throughout this week, together with the usual work on lighting and bug fixing for both PC and Consoles.

One of the tasks we’ve been tackling as of late is the placement of Reflection probes all throughout the game world. Having these really allows us to add an extra touch of identity to each location, making them feel different, alongside the lighting, sound and materials.

Reflection Probe workflow.

In the image below, for example, we have a Reflection Probe with a fairly high Intensity number in order to make the cave seem damper:

Improved lighting and shadows.

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

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DevBlog 144 / Painting with light

Hello!

The gears have been doing their usual grind, tweaking the lighting and tuning the balance while squashing whatever bug that remains!

We’ve decided to bring you something a bit more technical today, however, and this is in regards to the lighting overhaul that we’ve kept bringing up in the latest posts:

Probes among us

The pink fiesta that you see is a plethora of light probes that are being manually placed and tweaked in every location.

In short, they allow us to provide quality and accurate lighting for non-static objects while also providing some necessary light information for the static ones. Do note that this is very performant, despite the way it looks behind the scenes!

We’re also bringing you another scene that has been tweaked and is close to being ready for prime time:

Painting with light

Thank you for keeping up with our posts, we’ll see you next week!

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DevBlog 143 / Wait for it…

Hey there!

It’s no secret that we’re big fans of the Nintendo Switch, in fact, most of us are proud owners of one, and we’ve decided to bring you some new gameplay footage on this platform as we’ve been doing extensive QA on consoles throughout the week!

Wait for it…

We’ve also continued to work on tweaking the lighting of remaining scenes, which has been taking quite some time as there’s a lot of manual work involved, but in return it gives us all the control that we need and allows for our environments to look so much better.

Thank you for reading, we hope that you’ve enjoyed what we had to share today, see you again next Friday!

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DevBlog 142 / Rats!

Hello!

As promised, we’re bringing one of our new and latest additions, one that’ll breathe more life to the world, rats!

See them driven before you!

We bet that you weren’t expecting that.

Other than the addition of these little critters, more fixes and improvements have been introduced, as well as further lighting tweaks to more scenes. We can already see the light at the end of the tunnel, pun intended!

We’ve also decided to share a glimpse of our polish work:

Mind the gap.

Can you guess in which area this cave is located?

That’s it for today’s DevBlog post, we hope that you’ve enjoyed it, have a great weekend!

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DevBlog 141 / Dungeons & Lighting

Hi there!

We’ve continued working on the lighting aspect of all our scenes, while also tweaking related content such as materials, reflection probes, color grading and so on, ensuring that everything is looking pretty and as close as possible to our vision.

As such, we’re bringing you a couple more examples of the new and improved looks that you can expect when you explore this unique world:

Overhauled lighting in the dungeons I.

Overhauled lighting in the dungeons II.

We hope that you’ve enjoyed the content that we had to share for this week, there are some new things in store that we hope to show you in the upcoming DevBlogs, so stay tuned!

Have a good one!

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DevBlog 140 / Lighting Overhaul

Hello!

Hope you’ve had a great week.

For this Friday devblog post we’re revealing some of the results of our efforts in polishing the game, specifically regarding lighting and the mood it can bring to any scene.

The images shared below showcase a few scenes that have been through this overhaul, previous look as a reference on the top with the new lighting below it.

Improved lighting.

Some improved VFX together with improved lighting.

Enhanced mood.

Thank you for reading, enjoy the weekend!

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DevBlog 139 / Wadi Sightseeing

Hello there!

Another week has gone past almost without notice, as we’ve been focused on QA, polishing and balancing of the game.

We do miss sharing all sorts of new content, be it concept art, new items or even mechanics, but we all know that the final stretch is a necessary grind to ensure that we can deliver the best experience to everyone, leaving us little time for anything else.

The whole team is eager to cross the finish line and see the result of our passion being experienced by you, and that time is drawing closer and closer each day.

We’re also bringing you a gorgeous scene, featuring improved visual effects together with additional hand placed details:

A Waterfall in the Wadi.

Thank you for reading, enjoy the weekend!

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DevBlog 138 / Happy New Year!

Happy New Year to you, fellow readers!

This year is going to be truly important for the Decay of Logos team since, as you’re probably already aware, the game will be launched on all major platforms.

We’re on the final stretch of the QA, which feels great as it has helped us find all sorts of pesky issues that have been eluding us throughout our in-house testing sessions, most of which have already been addressed by our man of digital letters.

Although we don’t have much to share for this week, we can tell you that the new trees shown in the previous post are fully integrated into the game, and we’ve also continued improving upon our VFX as well!

Here’s two screenshots of said trees in the context of the game, for your viewing pleasure:

Swamp trees.

Forest trees.

Thank you as always for taking the time to read our DevBlog, have an awesome weekend!

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DevBlog 137 / New Year, New Trees

Hey!

This week we’ve been discussing some important aspects of the game, mainly the lighting and how we can use it to enhance and give character to certain areas.

On a different note, the team decided that it was time to improve all the tree models of the project and make them more interesting and coherent. We felt the old ones were too basic and that they started to stick out like a sore thumb compared to other assets.

Here’s how the new ones are looking:

The dead trees, on the right side are the old assets.

Some of the new tree trunks, on the right there’s an old asset for comparison

Meanwhile, our main battle has been squashing the last bugs and working on the final layer of polish of the game. We’ll keep you posted! See you next week!

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Season’s Greetings!

HAPPY HOLIDAYS! Warm wishes from the entire team, Merry Christmas and a Happy New Year! As with last year, we’re taking some time off to be with our other loved ones, recharge our batteries, and would like to thank all of you who follow our development blog.

Get ready for a new year full of new surprises and adventures, along with fresh details regarding our launch, we’ll see you soon!

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