Category Archives: Dev Blog

DevBlog 107 / Gotta get them all!

Hi all!

We’re going to be present in a big event here in sunny ( but somewhat rainy as of late ) Portugal during this weekend, the Euro Gamer – Portugal Summer Fest, in which a demo of our game is going to be available to be played so, if you’re currently in Portugal, come and meet us! This also means that we’re going to get even more invaluable feedback from many different players, and that is very important to us as developers since we get to see all the distinct reactions and gather all sorts of input that will definitely help us shape the game.

Come and visit us for a chance at playing Decay of Logos!

Regarding this week’s development progress, we’ve continued reworking the terrain meshes for the first areas, working on the cutscenes and preparing a build for this event, while continuing to fix issues and polish certain mechanics.

We’ve also got a few new weapons, fresh out of the forge, which will add variety to the combat and also work as sweet rewards for players who enjoy exploring. Our blacksmith focused on crafting many types of equipment so that we have at our disposal a balanced number of swords, bows, caestus, shields, among others. Here are some of these tools of war:

Gotta get them all!

We hope you’ve enjoyed this week’s DevBlog post, stay tuned for the next one and have a great weekend!

Facebooktwitterredditpinterestlinkedinmail

DevBlog 106 / Work, work!

Hello fellow readers!

This week we’re writing a short post, as our efforts are currently focused on QA and bug fixing. We’re also finishing the implementation of the new UI, with special attention to user experience, and tweaking the FMOD system that has recently been introduced to the game! Here’s a totally unrelated image:

A soothing environment for your enjoyment!

There are not many details that we can share regarding the above, as bug smashing is not as interesting to write or read about as to actually experience the arguable thrill of figuring out what exactly went wrong and how to replicate the trickiest issues, which sometimes requires inhuman perseverance and unbreakable spirit!

At least we’re not stuck with recording and going back and forth in VHS tapes, right?
Thanks to technology, we make use of software that allows for recording through a replay buffer, so all it takes is a key press and we’ve captured that nasty bug on a short video file, proceeding to watch a few times until figuring out how to replicate it consistently and then jot it down step-by-step, which makes it much easier to be tackled by our code wizard.

We also make use of several debug data present on screen, including key press information, which really helps!

That will be all for this week friends, lets see what we can cook up for the next one, see you!

Facebooktwitterredditpinterestlinkedinmail

DevBlog 105 / Treats for the eyes and ears!

Hi!

Remember us mentioning in the previous post that we’re cooking up some new weapons? Some of them are already modeled and ready to be pushed into the game, feel free to let us know what you think:

Pro-tip: poke the baddies with the pointy end!

Also, the small introductory area, that will serve as the starting point for Decay of Logos, has just been completed! It will provide some gameplay and a cutscene, allowing for players to be introduced to the game’s Lore and mechanics just before being set free to roam our world.

Next, we’re going to overhaul the initial terrain and environments, bringing in some of the workflow that we’ve adopted while setting up the more recent areas, since these zones are ancient in terms of their development stage. In practice, they’ll be tweaked to look better, play better and feel better!

The new HUD is also in the game in its entirety, and its a treat to the eyes while also providing an overall better user experience while navigating those menus!

New UI, simple and elegant!

On the more technical side of things, namely audio, we’re done with fully implementing FMOD, a sound engine used by many popular titles, both AAA and Indie, that melds quality with flexibility. Trust us, your ears will love it!

We hope you’ve enjoyed this update, tune-in next week at the same time for more Decay of Logos goodies, and have a great weekend!

Facebooktwitterredditpinterestlinkedinmail

DevBlog 104 / More weapons, more fun!

Hello everyone, hope you’ve all had a pleasant week!

We’ve always intended to develop some new weapons to add even more variety to combat as soon as the major areas of our game were completed, and the team has decided that time has come! Our in-house carpenter has just been shifted to the smithy, where he’s currently tackling the following blueprints:

One of these weapons lets you be one step ahead of your enemies, guess which!

There has also been some further planning and discussion regarding our older animations, while also taking into account all the feedback we’ve received so far from testers, QA and players at PAX, which has lead us to start working on tweaking and improving some of them. Below you can see our old dodge animation first, and then the new one, which is still a work-in-progress, which provides better visual feedback to the action, and provides a better feel to combat:

Guilty feet have got no rhythm!

The new dodge animation, wip!

Last but not least, we kept the QA and bug squashing going, and every week that passes the game feels better and plays better, which is extremely gratifying and motivating!

That’s all for this week, have a pleasant weekend and stay tuned for more!

Facebooktwitterredditpinterestlinkedinmail

DevBlog 102 / Working hard!

Greetings!

Sorry folks, this week our devblog is a bit simple. We are all deep in development in an effort to work out any issues we find along the away and polishing everything we can!

The PAX feedback has been extremely valuable, we’ll definitely be able to offer a better experience once we tidy up.

A big shoutout to our publisher, Rising Star Games, for sharing more about Decay of Logos, you should definitely follow their Twitter account.

Ada: On a journey for revenge accompanied by her mystical Elk companion, Ada will unveil secrets about the ruling King and his sons – slowly realising that all is not what it seems…

They also ran a small challenge (we might be doing more of this, it was pretty cool!) where you had to guess the inspiration behind one of the scenes in our game.

Can you guess what inspired it?

Stay tuned for more next week, and thank you for coming by!

Facebooktwitterredditpinterestlinkedinmail

DevBlog 101 / PAX feedback and dungeon work!

Decay of Logos at PAX East 2018 – Rising Star Games

Another phenomenal PAX East, this time with our publisher Rising Star Games!

Our game reception was overwhelmingly positive but we also gathered a lot of feedback that will definitely help us improve its gameplay. It was great meeting some of the people that played our game during last PAX, even better knowing that they were extremely happy with the improvements we made to Decay of Logos since 2017.

The Switch was definitely a favorite during PAX, we were positively surprised by the amount of players interested in that version! Rest assured that we plan to provide the same full-blown experience on all systems!

If you have not already be sure to check out the IGN interview featuring exclusive Switch footage.

IGN – Decay of Logos Switch Preview

Back in Portugal – Without spoiling much, AndrĂ© dedicated most of the week to dungeon related work; you’ll be happy to know that they are nearly complete, and will prove to be quite the challenge!

Dungeon exploration!

We’ve also been producing important storytelling assets that will enrich the Palace interiors, such as busts and statues. The way we’ve developed them allows us to apply different materials, like iron or stone, which means we can use them in many areas throughout the game. In the meantime, various tileable textures had to be made for the Romanticist rooms and chambers of the Palace.

Special thanks to Rising Star Games and Reverb Inc. for their amazing work and dedication!

Final day, team photo while they stole (packed) our booth! @DecayofLogos @RisingStarGames @ReverbGames @GroundShatter

Have a great weekend!

Facebooktwitterredditpinterestlinkedinmail

DevBlog 100 / Meet us at PAX EAST 2018!

Visit us at the Rising Star Games Booth, no. 13070!

Hello everyone!

We’re not only celebrating our 100th post, but we’re also present in PAX EAST 2018, where hundreds of gamers are getting their hands on our latest build of Decay of Logos!

Are you up to the challenge?

Pay us a visit and take a shot at finishing our show build, you can find us at the Rising Star Games Booth, no. 13070, we’d love to have you and hear your feedback!

Come and test your mettle!

If you want to get in touch at PAX you may also tweet at us directly @DecayofLogos!

Development is still going strong, we’ll be ready to share further details next DevBlog, so stay tunned!

Have a great weekend!

Facebooktwitterredditpinterestlinkedinmail

DevBlog 98 / Our interface has leveled up!

Greetings!

As the time to showcase our game draws near, we’ve been polishing and tidying things up a bit in our latest build, more details will be announced in the near future!

We’ve also added FMOD to our game, which allows for greater audio fidelity while also providing some nifty features such as setting our music dynamically according to certain fight stages or events, improving the overall experience.

Epic battle music ensues!

Regarding our UI, it’s being completely revamped as it was still an old placeholder from the dark days of the early alpha stages, here’s a sneak peek at what its shaping up to become, feedback appreciated!

Elegant and functional!

As we finish building the last zone, which we’re REALLY looking forward to share with you as soon as its complete, we’re adding new, unique materials that are specific to its architecture, can you guess what each of them represents?

Those are some marble-ous materials!

That’s all for this Friday update, stay tuned for more next week, and thank you for reading!

Facebooktwitterredditpinterestlinkedinmail

DevBlog 97 / It’s official, we’ve joined the Rising Star Games family!

Hello everyone!

It’s official! We’re happy to finally announce that Decay of Logos is going to be published by Rising Star Games, and we are humbled to be part of their growing collection of amazing titles!

Rising Star Games is a renowned publisher operating in Europe and USA, and has published video games across all gaming platforms, from Sony, Microsoft, Nintendo and via Steam. Check them out at www.risingstargames.com!

As per the announcement, Decay of Logos will be published digitally across all major gaming formats, including PS4, XBox One and Nintendo Switch, by Rising Star Games, and is scheduled for global release in Autumn 2018, so you’ll be able to get your hands on it pretty soon!

Check out the announcement trailer, and feel free to leave your feedback in the comments!

You may also read the press release by following the link below!

http://www.risingstargames.com/us/rising-star-games-amplify-creations-enter-publishing-partnership-unleash-fantasy-rpg-decay-logos-autumn-2018/

Regarding this week’s development, we’ve continued to polish and tweak the game, with great focus on improving and fixing our main character’s animations since we’ve added her new rig recently.

A danse macabre!

We’ve also decided to improve the Elk’s mane, in order to update its visual and make it look better overall.

Work has continued on the final area of the game, soon we’ll have a few screenshots to share with you so stay tuned!

It’s LeviosAH!

We hope you’ve enjoyed our announcement and trailer, see you next Friday!

Facebooktwitterredditpinterestlinkedinmail

DevBlog 96 / Ada Reborn

Dear readers,

Another week full of polishing touches and bug fixing has passed.

The development of the final area is going well, and it provides some breathtaking visuals together with a good opportunity for introspection as you make your way through its scenery.

Fabulous!

Regarding the new version of the main character, she is now in-game, as you can see in the following gifs.

Old Ada served us well throughout development, she will never be forgotten!

The way to the Elk’s heart is through its stomach, obviously.

We’re still retouching some animations because her anatomy is a bit different, and our new smith is refitting the armors as well for this same reason, of course.

Fly like an eagle, sting like a bee!

It’s hard to express in words how we are all pleased with this new version of the main character, we feel it was the right call and everyone worked extra hard to put her into the game prior to the game’s release.

We hope you’ve enjoyed this post and the sneak peek we’ve provided into the reborn Ada, see you all next week!

Facebooktwitterredditpinterestlinkedinmail