Category Archives: Gameplay

DevBlog 30 / The cave of NOPE!

Hi there!

This week André was working with Iuri on the treat mechanic. This is a mechanic where the player needs to gain the confidence of the Elk by feeding it. Then the player can mount it for some time if no enemy is near. Since the beginning, the Elk is not meant to be a simple mount, but more of a journey companion. André also improved the deferred decals and started polishing/fixing the action of riding the Elk and its control logic with the new animations.

On the environment art side of things, we’ve been experimenting with the mood of the sprawling underground tunnels below the swamp area. They are meant to be pretty dark, filled with stalactites and stalagmites that create interesting shadows when adventuring with a torch in hand.

In some places a torch is mandatory.

Pichel has already finished the high poly model of the Wanderer (we’ve shown the concept in the previous blog entry) and is almost done with the low poly version. Similarly, Tomé wrapped up the high poly model for the Wanderer’s guitar. We’ve decided to change its design a bit so it would be reminiscent of the traditional portuguese guitar, with a fantasy touch. You can check both the character and his musical instrument below.

The Wanderer high poly.

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DevBlog 29 / Wanderer NPC and companion interaction

Hi everyone!

This week André was working on some minor improvements regarding the feeling of impact during combat. A pause of 2 frames was added to the attacker animation when a successful hit is landed, as well as HUD vibration whenever the player takes damage. With these two small additions, the feeling of causing/taking damage is even more noticeable. We already have hit animations, particles and gamepad vibration, but we think these small details are super important.

André also merged some sub state machines in the Animator for more fluid transitions and to simplify the Animator tree.

Tomé finished a new concept for an NPC that the player will frequently meet throughout the journey. He is a very enigmatic character that will often inform the player about lore, comment on the state of affairs and even open some shortcuts. Pichel is working right now on the high poly model for this character.

The Wanderer Concept.

Iuri and André are developing interactions between the Elk and the Girl. One of these consists in a “treat mechanic” which is being implemented. Basically, the player needs to feed the Elk some fruit in order to gain its trust and be able to mount it. We have always leaned towards the idea that the Elk is not a simple mount, and we hope that with details like this one we can make that show through.

Idle interaction with the Elk.

We intend to have this mechanic ready in a few weeks. Afterwards we will start populating the various locations with fruit props and control the zones where the player can mount freely.

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DevBlog 23 / Responsiveness

Hi everyone!

This week’s devblog will be more technical. We will talk about some tests we made on the subject of responsiveness in Decay of Logos. Although this game is not a hack’n’slash, with very tight controls in favor of gameplay, we do take this component into consideration. It has slow paced attacks, depending on weapon classes, but still we are targeting for a fast responsiveness in the controls. In the test shown below, the frame when the anticipation of the animation kicks in will be the end frame measured, and the first will be the frame after the button is pressed. The game was running at 60fps and the video recorded at 60fps. The monitor has a 6ms (Gray to Gray) response time.

You can see that after the button is pressed it takes about 4 frames for the animation to start, and about 10 frames for the actual damage to be dealt (when the trail is visible, damage can be applied). So it’s about 66ms of input lag and 166ms of delay before damage is applied.

For comparison, we measured and made exactly the same test with Dark Souls, using the same machine, with DsFix (for running at 60fps) recorded at 60fps. The results were: 3 frames for input lag, and about 18 frames for actual damage be done. It’s about 50ms of input lag and 316 ms of delay.

We choose a short sword in Dark Souls and a short sword equivalent (our Carved Sword) in Decay of Logos for a more fair comparison.

We also compared the dodge responsiveness (jump back). Again we used the same principles as above.

On Decay of Logos we get about 4 frames (66ms) again of input lag and about 16 frames (233ms). In Dark Souls we get 4 frames (66ms) of input lag and about 19 frames (316ms) until we’re able to perform the next jump.

Another way of measuring this type of things is by attaching a led light internally in the controller and putting it next to the screen for a more precise moment of the given input.

André also made changes in some transitions and blends in animation, which improved significantly the delay felt during combat.

The Bark Armor Set

Slowed down video.

More information about this subject, the influences of CPU Logic, Rendering and Input lag can be found here: Programming Responsiveness

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DevBlog 22 / Armor props and screenshots

Hi there!

This week Tomé used the highpoly model from the wooden enemies to generate a bark armor set which can be looted from their corpses or found randomly in chests. Equipping the whole set gives the player bonus physical or elemental defense points. We aren’t planning to produce a very large number of armor sets due to our current manpower, but nevertheless some combinations are very interesting in terms of gains in stats.

The Bark Armor Set

The Bark Armor Set

André recently improved a lot the responsiveness in the animations and feel of the attacks, something he’s been meaning to do for a long time. He has also been tweaking the streaming logic so the player can enjoy a seamless journey.

Pichel was working hard to create an additional layer of detail for the ground textures. This is our first detail pass, and later we intend to pick up where we left off and add even more asset variety, whether it be new props, particles or textures.

Indoor Battles

Indoor Battles

Forest mood

Forest mood

Showing the discovery

Showing the discovery

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DevBlog 19 / Fired Up

Hi everyone!

This week André returned from vacation and is back in action, so we got some cool things to show besides new art and props!
He made some changes in how healthbars behave on screen (something he wanted to do for some time), they are now screen dependent instead of world dependent. Also, he improved the idle combat animations and behavior when the player has no weapons equipped. Only kicks and punches can save you in this situation.
Working alongside Iuri, they gave more life to the Elk. With some spine IKs system, ground adaptation makes the animal feel more real.
It’s still in WIP state (still doesn’t have the new Fur), we need more animations to make it like we want, but for now we are really liking the feel.

Old view on the left, current view on the right

Some Elk action over here

Ricardo lent us a hand and did some awesome shader work to “fire up” the look of the wooden enemies we’ve shown in previous posts.

How'd It Get Burned?!

How’d it get burned?!

Instead of baking the burnt effect directly into textures, the shader allows for countless dynamic and randomized burnt variations. It’s a great way to empower artist and reduce production times.

Burnt variations.

Burnt variations.

Picking up where he left off last week, Tomé worked on visually improving a huge temple ruin that players will get to explore in the first area of the game. Here’s how it’s currently looking:

Old view on the left, current view on the right

The Temple revamped

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DevBlog 17 / The Elk is alive!

Hi everyone!

This week André helped the art team by doing some improved scenery meshes from the blocking mesh for the underground passage in the swamp zone (a new area we are working on). André also worked in something he wanted to do for some time, foliage dithering fading.

Old view on the left, current view on the right

Dithering per vertex when the camera is too close .

André also did the same effect but per object when characters get too close to the camera.
A reworked streaming logic is in the works, more fluid and efficient logic that can’t be noticed even if the player has a HDD disc drive (or for consoles).

The new model of the Elk is starting to come alive! Iuri began skinning and animating the Elk, and we hope to show gameplay with the new model in a near future. For now we have a very dynamic walk cycle:

Old view on the left, current view on the right

The new WIP walk cycle.

Tomé has been producing some more tree models to spread around the game environments, specially dead trees for the swamp area we are working on. He also developed a few modular stone pavement groups that can be combined together to form roads.

Old view on the left, current view on the right

New trees for various new zones.

Pichel made a lot of progress with the Elk model, and he has been investing a lot of time into making the fur work with our visual style. You can see how it’s coming along in the image below.

Old view on the left, current view on the right

On the center the new Fur approach.

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DevBlog 14 / Replacing placeholder mechanisms

Hi there!

This week, André and Tomé worked on replacing some old interaction and mechanisms placeholders with quality, animated and fancy shaded 3D models. Small logic additions and adaptations needed to be made to fit the new art.

Old view on the left, current view on the right

Some new props, girl model for scale.

André is also doing some logic changes in order to streamline the localization process, the entire user interface and game text will have support to various languages.
Iuri is also replacing placeholder animations and doing some new ones for the mechanisms mentioned above.

Old view on the left, current view on the right

A Journey checkpoint is always important.

Pichel is working hard on finishing the 3d model of the player companion. The next step is rigging it.

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DevBlog 13 / Animations

Hi everyone!

This week André added some new mechanics he has been developing for the swamp zone, like quicksand and other traps. He’s also working on fixing the terrain mesh and polishing the level design of that zone. Some bug fixing, code polishing and optimization was done too. Interior zones are more optimized now, the light culling masks were not set correctly but as soon as we fixed it the performance increase was noticeable. Ranged enemies are now more efficient when it comes to killing the player.

We would like to officially welcome Iuri Monteiro, our new animator. We have been using mostly temporary and altered asset store content but now, with a dedicated animator, we can finally define each character’s personality and improve the overall consistency and fluidity. Expect great things in the upcoming months!

Old view on the left, current view on the right

New animations examples.

Meanwhile, Pichel has been doing the retopo of the Elk model, and he’ll start texturing it soon. Tomé is working on props like the ones you can see below – the Rune Stone (the concept art for it was shown in the previous Blog post) and the Shrine. The latter is meant to work as a checkpoint during the adventure.

Old view on the left, current view on the right

Shrine and Rune stone in game models.

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DevBlog 11 / Illumination Test, AI and new Companion concept iterations

Hi everyone!

This week we did some more illumination tests, still not as we would like it to be but it’s getting close! Next week we will update the Amplify Color LUT textures used, our idea is to create an immersive and smooth transition between interiors and exteriors. The use of Volume based blending per-area really helps us quickly test and improve the game look without adding to the work load.

We adopted a tetrahedral light probe placement instead of a simple evenly spaced grid and so far we are getting good results on dynamic objects.

Old view on the left, current view on the right

Some issues still to fix but getting closer to the final version.

This week André made a few tweaks to the enemies AI and improved their adaptation to specific situations, in a game as ours AI is a constantly evolving area. For example, an enemy may adopt a defensive AI state depending on its weapon state; if its shield is about to break he will likely try to use it less and evade the player attacks, depending on the enemy it might even strike more. Enemies will also become gradually more offensive the longer they have to defend themselves from player attacks. On the animation side we also apply specific variations that required tuning.

Pichel is working on the new companion 3D model. We had several concept iterations until we arrived at the current result, while he’s doing the body High Poly some small changes might be made to the improvised settle and additional props.

Old view on the left, current view on the right

More fantasy iterations.

Old view on the left, current view on the right

The last concept made.

We are still not 100% sure about the item bags or props attached to the legs.

Next week we will show you the high poly!

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DevBlog 10 / Interior Testing

Hi there!

Our exterior and interior 3D modules are finally ready and we are assembling the buildings that were simple place holders a few weeks ago. We are still experimenting with the overall distribution and lighting of the area.

Modular props are very useful since they can be reused in other buildings, even on later chapters. They can be used as ruins too (with simple painting or decal variations). In the next couple of weeks, Level building will become much faster and fun.

Old view on the left, current view on the right

You can use stairs to reach higher places, they will also offer you clues to possible passages.

Some cracks, rubble and wood planks will be added later for added effect.

Old view on the left, current view on the right

Temporary lightning, this shot uses a very simple preview light setup.

We plan to have smooth and immersive interior/exterior transitions, visually and auditory. Duck volumes (exterior sounds like birds will be clamped when you are inside), eye adaptation and reverb zones combined will create an unforgettable experience.

Next week André will tackle dynamic spine IKs for biped and quadruped, and Pichel will be working in a new NPC.

 

 

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