Category Archives: Gameplay

DevBlog 114 / Fly like an eagle!

Hello dearest community!

Fly like an eagle!

Don’t let the title fool you, this animal is actually a hawk, and its purpose is for you to find out, not for us to tell…

So, after setting in some mistery, we’re going to make this week’s blog post short and sweet, like the Elk’s favorite meal, Lulaberries!

All of the audio recordings for the characters’ voices are done and already in-game, and the music is coming along nicely and will soon be complete as well.

A new phase of polishing and balancing will also take place in the near future, together with additional work into the console ports.

On the artistic side of things, the cutscenes are all getting a little bit of shine and tweaking before we’re done with them for good, and more progress has been made into the new combat animations, each of them being added into the game almost as soon as its ready!

POW! Right in the kisser!

Oh, and we’ve been designing and adding some new extra props to populate the scenarios, making them feel more rich and detailed, here’s a screenshot of some additional windows we’ve been crafting:

Care for some window shopping?

As you can see, it’s been an extremely busy week, so we hope you’ve enjoyed the content we’ve decided to share with you all today!

See you next Friday!

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DevBlog 111 / The calm before the storm

Greetings!

While our teammates from the tech side of Amplify were busy showcasing our products at Unite Berlin, the rest of us kept working on the game… So we do have some goodies to show!
To start things off, here are some shots from the last area of the game. The Palace is still work in progress, but we feel like we can already offer some sneak peeks.

Imponent King Statue !

The calm before the storm…

The process of revamping the terrain meshes is pretty much complete. Below you can see a “before/after” comparison – we added more geometry to help with both the silhouette and the vertex painting.

Terrain mesh revamp!

Meanwhile, the last cutscene is finally in game, featuring perfect integration with gameplay. Also, the intro of the game is going very well – it’s a mix of a cutscene and gameplay.

Next week we will recap the Unite Berlin experience, have a great week everyone!

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DevBlog 109 / Hoarders, rejoice!

Hi everyone!

We’re here for another weekly devblog post, this time with some fresh, new screenshots to share, and some additional information regarding our progress!

Hoarders, rejoice!

We’ve finished adding some additional content and logic to the village, such as the bottomless well, that you can see in the screenshot above, which allows you to stash all the goods you find without any limits.

Perfect for anyone who, like us, loves to hoard stuff!

Look how cozy he is now!

The NPCs’ positioning has been adjusted, and they will show up as you meet and interact with them during your adventure, and the village’s mood will be changing as you progress in your quest for the truth.

We’ve also continued to work on polishing the game, adding some further detail to the characters’ textures and animations while also reworking the terrain for certain areas, as we’ve mentioned in a previous post.

And now for something completely different!

We’re sharing a sample of the music that’s being worked on for the village, which will also change dynamically throughout the game, let us know how you feel about it, all feedback is welcome!

Next week, we’ll do another extensive bug fixing run with all the issues and nitpicks we’ve found during out daily QA sessions, which have been both fun and gratifying as we see the game shape up to our expectations!

Enjoy your weekend!

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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!

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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!

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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!

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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!

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DevBlog 95 / Debugging, Polish and Beautify

Hey there!

The team is still hard at work preparing the show build areas by fine-tuning animations, enhancing the mood through color grading, as well as placing new assets in the scene. All this will serve as a guide for the remaining parts of the game, particularly regarding the level of polish.

New particles on the way! Echo shells sound like waves in the distance.

Debugging some stuff on the editor, always fun!

Another cutscene is finished and now it is time to begin focusing on bug fixing before integrating the final zone of the game, adding mechanics prefabs, manage the streaming logic and such. After this last step, the whole team will be on the “polish phase”. Almost there!

In other news, Ada’s high poly model is pretty much finished, as you can see below. We are still testing which should be the main color of her clothes, as you can tell from the polls we’ve posted. We’ll share the final version once we’ve settled the matter!

Ada High Poly is done!

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DevBlog 93 / Jumping Ada, Hidden Blacksmith

Hey there!

We weren’t expecting our plaster DevBlog post to become so popular, so we considered talking about bricks today..! Jokes aside, we’ve had alot on our platter for this week, so let’s get right into it!

Woah, we’re half way there!

We’re working hard… I mean, we’re always working hard, but lately we’ve been putting some extra muscle into a show build for the upcoming Expo’s! More information will be shared when the time comes, please bear with us.

A new NPC has also been added to the world, her name is Nuri and she’s a large blacksmith that will be tucked away inside of her shop, providing additional conversations and a new mechanic to the game.

Where’s this Blacksmith I read about on the blog?

She will offer to repair your items, if they are worth her time, that is! Don’t bother trying to get her to fix your flimsy, rusty swords and battered straps of wood, pieced together as makeshift armor!

You can jump but you can’t hide!

And here’s the latest, new and glorious animation, the new jumping while sprinting that will be invaluable for bypassing gaps and traps.

On a final note, we’ve also been doing a pass on all the cutscenes for the game, revamping the old and starting to work on the new!

That’s all folks!

Have a great weekend!

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DevBlog 91 / Elk used Charge. It’s super effective!

Hello world!

We’ve just finished the last character for the game but, unfortunately, it’s not going to be revealed in this post… not sure if we want to keep it a secret yet… we’ll share this instead!

What if I told you…

Here’s a sneak peek into some artsy, performant trickery that we use to simulate world elements in the distance, it’s not pretty seen up close but it does its job pretty well if you’re far, which you will be!

There’ll always be room for some more polishing in regards to every aspect of the game, up until release, and characters won’t be an exception, of course. Still, it’s an important milestone and we’re glad to share it with you!

She was not the only one to knock, after all!

Some additional logic has been added to the Elk, meaning that our faithful companion has a couple of additional mechanics under its metaphorical belt ( saddle? ), as you can see in the image above.

The dialogue system has also been further tweaked, and the order by which you meet and talk to NPCs will now affect what they’ll say, adding some additional depth to the narrative and exploration even though you have no conversation choices, which is intended.

And that’ll be all for this week, everything is shaping up nicely as you can see by our most recent posts, soon we’ll have the last area finished and more effort will be put into the polishing of the game as a whole, perhaps even adding a couple of new surprises and extra content, yay!

Happy weekend!

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