Category Archives: Gameplay

DevBlog 78 / Hey there, how’s it hanging?

Hi everyone!

This week we continued working on the Elk behavior and polish. The challenge was providing a smooth control and feeling inside dungeons, mounted or not. The canyon has a huge rotatory temple so dealing with ramps and slopes forced us to rework some path-finding logic.

With our animator in-house now, it has been easier to iterate the animation tree and logic. For a long time we intended to add acceleration and stopping animations when the player is in “exploration mode” (when there are no enemies around). In our prototype we had this feature but we removed it temporarily. Below is our first test:

Small run/walk acceleration and stopping animations.

Here’s a possible encounter in the dungeons!

Hey there, how’s it hanging?

Regarding the environment art, we are finally focusing on the previously mentioned dungeon. It’s a huge structure, with an overarching puzzle. Meanwhile, the outside areas are awaiting a final pass, which will include some texture variation and plenty of vegetation props. Here is a work in progress shot showing the current state of things:

Another canyon WIP view.

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DevBlog 77 / Voodoo or souvenirs?

Hi there!

This week we’ve worked on adding and improving the audio for the game, having added a lot of new sounds for the characters and even the environments, resulting into a much improved mood, which is getting close to where we want it!

Half of the team was working on a complex and intriguing boss battle, from which we can only reveal that it has two distinct participants. As such, there was plenty of work involved in both programming and in the artistic side as well. The first part of the encounter has been finalized, and we are hacking away at the second phase now!

We also took the opportunity to give some love to the Elk, the control system is being tweaked and improved so it’s much more responsive now!

Wandering in the dungeons.

The work on the canyon-like area we are currently developing is entering the final stage – texturing and detailing. After that the team will focus on the main dungeon of this location.

We really don’t want to spoil the boss fights too much, but we’re all eager to show at least some of the cool stuff everyone has been producing. So here is a little teaser for one of those important battles:

Souvenirs!

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DevBlog 75 / Canyoning

Hi there!

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!

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DevBlog 74 / I could barrel-y dodge that!

Hi everyone!

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.

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DevBlog 73 / Bite me!

Hi there!

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!

Bite me!

Jumping all the way.

Surprise!

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DevBlog 67 / Not everything is what it steams…

Hi everyone!

A busy week with a final sprint to finish the steam themed chapter we have been showing off lately, while also performing some final touches and working on logic testing.

The streaming world logic is undergoing some changes for the best. We’re hacking at optimizing the loading of new areas while also removing the stuttering that sometimes happens, which is noticeable on slower hard drives.

The new cutscene system we are using, that was also mentioned it in the last post, is looking great! This tool will be crucial for our emotional cutscenes.

These particles steam a bit out of place.

Don’t just stained there looking at all that cool glass!

For this past week, our artists have been fully focused on producing the 3D models of various enemies, including the new chapter’s boss. The high-poly version of the orphan kid character we’ve shown in the last update is pretty much complete, so here’s a sneak peek!

High Poly of the masked youths, featuring Blanka cosplay.

Hope you all have a great weekend, stay tuned for more updates!

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DevBlog 63 / The water wheel is in motion!

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Hi everyone!

This week while the art team was working hard adding props and populating the battlefield zone, some logic/code was improved, like the responsiveness of the dodge after an attack animation and also the time after a big hit attack from an enemy. After these tweaks, the Girl won’t take so much time getting up to resume the fight, making it possible to avoid possible follow-up attacks. We are also adapting the prototype logic to the new props added, for example, the logic of this enormous gate is ready to go.

Surprise encounters and a puzzle awaits.

Animation wise, Iuri has joined us in the office (he usually works remotely) and is producing new animations and polishing some others. Afterwards he will tackle this chapter’s boss!

Remember the Water temple concept? Here is watermill in action (still WIP).

The low poly model for the new boss is pretty much complete, and we’ve started to work on the retopo of the weapons. Next, we’ll do all the texturing and fine-tuning. Regarding the environments, we have been busy putting together the largest ruin in the game (so far), a very tall tower. As soon as it is ready, we’ll be sure to show some screenshots.

Undead Soldier new attack example.

This chapter has a lot of small ruins and dungeons to explore, set loose your explorer’s instinct!

Explore everything!

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DevBlog 61 / The Boiler

Hi everyone!

This week we were working on the animations and logic of the Ancestor undead soldier, making him alive but also balance his attacks with the others small soldiers is something that needs some extra work. This is a slow enemy, but careful with the range of the mace!
We also re-worked the logic behind the dodge when in combat, if you have stamina you can dodge immediately after an attack ( before, we waited for the complete end of the attack animation ). This was a feature much asked 🙂

Tough enemy!

Regarding the small lakes, we are finalizing the final details, like dynamic and static ripples. There’s a sneak peak below. When it’s ready, we will show it in a dedicated devblog post the workflow used.

Things are coming together nicely in the art department, specially concerning the environments of Chapter 2. Since the terrain meshes and textures have finally been completed using our new workflow, the team was able to focus on polishing each area to make them feel unique. On that topic, here is a sneak peek of one of the core locations of this part of the game. For this interior we are having fun experimenting with water pools and other cool details to enhance its mysterious mood.

The boiler inside the water temple.

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DevBlog 59 / Battle zone encounters

Hi everyone!

One of the dynamics of the area we are currently developing is the constant surprise of combat. While walking among the corpses of soldiers who have fallen on this battlefield, the player will never know which might turn out to be a threat. This mechanic has a threshold, so hopefully the player will never feel overwhelmed by the amount of enemies at any given time.

Careful where you step.

This week we have captured some gameplay footage to pinpoint some collision problems, add additional particles and polish some combat behaviors. We tested this approach so that the gameplay wouldn’t be filtered by the usual editing workflow, allowing us to really observe how things are coming together. We also added new stylized particles, but this is an ongoing process and it’s still not ready to be shown.

Art-wise, the creation of the new boss character we’ve mentioned before is progressing nicely. The concept phase is basically over and production has already started. We want the design to remain a surprise for now, but we decided to show a small teaser – the concept of the boss’ weapon. The team is committed to making this battle a pretty epic moment, so the weapon just had to be somewhat over the top!

Boss’ weapon concept.

We’re also doing some water tests like we said some time ago. There’ll be no ocean in this game, but small lakes or big puddles. Paulo (working on Amplify Shader Editor) has been lending the DoL team a hand by doing some ripple effect experiments. These will be used in some specific zones throughout the game.

Ripple test.

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DevBlog 57 / Reaching new heights

Hi everyone!

The artists have been fully focusing on character design and production these past few days. The Ancestor warrior we’ve shown before is pretty much done and will be game-ready as soon as the finishing touches on the textures are complete. Meanwhile, the final boss of this chapter is currently in the concepting phase, and we are confident this character will turn out to be a very fun and challenging obstacle for the player, due to the unusual weaponry that will be used during the fight.

A simple (yet important) prop has also been added to the game – elevators of Ancestor origin. These will be linked to a puzzle that links some areas of this chapter, and will allow the player to access otherwise unreachable places.

Testing the ancestor lift.

Gameplay-wise, the combat polishing is almost on point. We are really committed to making the “undead soldier” enemy feel like a threatening and convincing foe. He’s got some cool moves like the one shown below. The logic behind the “surprise spawn system” is ready to go, so it’s only a matter of time before we show you guys a humongous battlefield filled with bodies and a couple of unexpected encounters.

If you are too close, beware the smashing shields!

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