Category Archives: Level Design

DevBlog 135 / Storytelling Decals

Hi!

Another week goes by, bringing further beautification and polish, together with more QA and fixing!

As promised in the last post, we’re sharing another example on how the decals can make a huge difference, allowing our beautification artist to experiment on the fly with different feels for certain areas:

Storytelling Decals!

The original room is on the left, unspoiled by the decals that are introduced on the right, covering the floor and the edges of the walls.

A whole different message is transmitted to those who observe their surroundings, allowing for that extra layer of storytelling that we love!

That’s all for this week, we have something different in store for you all next friday so stay tuned!

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DevBlog 129 / Switch port and Wadi polish

Hi!

Another quick update for this week’s tasks!

In short, we’re continuing to pool our efforts into the tasks that we’ve talked about in the last posts, meaning the ports and the embellishment of all areas.
Here’s a screenshot of the Wadi of the Howling Rift, which is also getting an overhaul on its population in order to provide a level of challenge that matches its imposing looks:

The Wadi of the Howling Rift.

The vegetation, props and even architecture is being tweaked throughout these areas, and its pretty fun to see how some of the team members that have been doing runs in order to help with the balancing and QA react to the changes that are being implemented, or fall prey to unexpected enemies or traps!

Here’s one last treat, the image speaks for itself:

Development build of the Switch port.

That’s all for this week, stay tuned for the next update and have a great weekend!

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DevBlog 128 / Everything old is new again!

Hello everyone!

The team is currently really busy finishing up some major tasks, so the post this week is gonna be just a quick update!

We are all adding those finishing touches to every aspect of the game that will surely bring the whole thing together and really make it shine. Working on porting the game to consoles is also very time-consuming, and that’s where we’re at.

Here’s a little teaser of one of the early locations, now reworked, that you’ll get to explore!

An imposing statue guards these lands.

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DevBlog 124 / Cast your votes!



Hello dear readers!

Hope you all had a good week! First and foremost, we’d like to remind you that voting for the Shield Contest is still going, so make sure to cast your vote on your favourite entries HERE!

We’ve had a total of 26 entries, which got us all very excited, and each design is pretty unique, with very different and unique sources of inspiration. Some of them even have their own lore!

Regarding our progress, we’ve been crafting some additional weapons and armor sets, and we’re up to a point where we believe that we have more than enough variety to cater to different play styles and builds. Take a look at some of the new additions below:

What have we here?

A few new props were added and placed throughout the land, together with some additional details here and there for enhanced environmental storytelling, which has been one of our concerns since the earliest stages of the game and its world design. Here’s a sneak peek:

Fallen ancient

Also, in preparation for the EGX Berlin, we’ve done a very thorough QA, polish and balance pass, which will continue next week. You’re all invited to play Decay of Logos at the event, you can find us at the Thunderful booth, so be sure to pay us a visit ( or several! ) if you’re able to attend, which will be happening from 28/09 to 30/09!

Hope you’ve enjoyed the update, see you next Friday!

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DevBlog 118 / A new hope?

Hello everyone!

We’ve just finished adding new props to the village, in order to breathe more life into it, as you can see in the image below:

The Song of Drying!

These include clothes drying poles, swings, pottery and more, some of which will appear as you progress through the game. The hamlet will reflect the protagonist’s actions, be it the outcome of a great battle or some other event that took place in a different area, and every time you return you’ll notice that certain changes took place. Could these be signs that life might eventually go back to normal, and that peace will take the place of war?

Cabbage fight!

The pottery is also one of the new destructible items, adding more variety to certain areas of the game, here’s an image on what can happen if they’re not handled properly:

Who knows what may lie inside?

All of the dungeons, or Arx, have been finished and might still undergo a few tweaks in order to make them even more interesting, such as improved enemy placement or even ambushes. Also, some of the new combat animations and movements were polished, and we’ll keep play testing and tweaking them throughout the next week.

On the more technical side, as the time for furthering the development of the console ports draws near, we’ve redone the input system, in order to allow for more flexibility when integrating with other platforms.

That is all for this week, see you next Friday!

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DevBlog 117 / Hammer to the Forge, Mace to the Face!

Hi everyone!

We’re excited to share with you that we’ve finished the combat animation overhaul, they’re all in-game and being tested as we “speak”!

This brought dramatic changes to the combat’s feel and pace, bringing it much closer to our vision. Here’s a taste to brighten up your weekend:

Mace to the Face!

There’s also another noticeable change which should be quite apparent in the above image if you’ve been following our devblogs for a while, and that is the visual polish we’ve been doing. We’ve tweaked the post-processing and illumination of our initial areas, and also took the opportunity to tweak environment sounds, improve loading times between different zones, tweak the enemy placement, add some ambushes and even some additional surprises throughout the game!

Some new assets were added as well, including new item icons and the town blacksmith’s tools:

Hammer to the Forge!

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

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DevBlog 116 / Vines and Warfare

Hello!

Curious title right? Hope you’re having a great friday, we’re back with some freshly baked goodies just for you!

We’ve been working on vines lately, and we’re not talking about those short and funny clips, but the pesky plants that will get in your way until you can find the means to get rid of them for good. Since we’re so considerate, we did add a few ways of doing so, yay for us!

Vine burning down, still work in progress!

Fire is the key here, you can use a weapon buffed with fire, a spell or even your torch if you get it lit. These will be temporarily blocking certain doors or treasure, and if you’re not able to deal with them at that time, you can always return later to explore. Also, do note that the effect shown above is still a work in progress!

Hope it doesn’t have anything inside that melts!

In order to provide more immersion and some visual storytelling, we’ve built ( and then destroyed, mwhahaha! ) some trading carts, used by merchants and plebs who obviously wanted to take their belongings from one place to another.

Such a lousy parking spot!

There was also an overhaul of the Vallis Sanctum puzzle, which is the largest and most complex obstacle you’ll face in the game.
We’ve actually decided to have 2 floors instead of 4, in order to make it more accessible and feel less of a chore in future playthroughs, for those who enjoy the additional challenge of the New Game plus mode.

Lastly, here’s another work in progress animation for the new movesets, which are nearly done and are adding such a better feeling to the combat overall!

Sword uppercut!

See you next weekend, hope you’ve enjoyed our progress!

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DevBlog 115 / Let the old be new again!

Hello friends!

This week we’re starting you off with a little treat, a comparison of the old version of the game with the new one!

Let the old be new again!

We’ve also been having a whole lot of fun with the new combat animations, both in their conceptualization and in the in-game testing!
They truly add a whole different feel to combat, putting additional emphasis on the weight of the weapons and the effort put into each specific attack, also allowing for better feedback when it comes to executing the combos. Also, we’re about half-way done with them!

Together with the combat animations, the logic for the Knuckle and Spear weapon classes has been implemented, both being new weapon types that have been discussed before and will definitely provide more options and variety on how to keep baddies at bay.

The canyons sure seem inviting!

The cutscenes are also continuously being refined, we really want them to convey all the emotions and personalities of our NPCs and scenarios, so we’ll keep on tweaking them until we believe they’re perfect.

Always mind your surroundings!

Last but not least, additional props have been created to embellish our world, as the new windows and shrubberies were a good starting point but not nearly enough, so here are some of the latest additions that are specific for caves and the likes, spider webs and roots!

We hope you’ve enjoyed this post, see you next friday!

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DevBlog 113 / Polishing like there’s no tomorrow

Hi there!

This week we’re bringing you some polish-in-progress screenshots and details, so lets get right into the news!

New environments!

Our workflow has improved ever since we’ve started working on the game, and new materials and assets were added and improved throughout development, so we’ve decided to do a major overhaul of the initial areas of the game, as we’ve shared in a previous post.

More new environments!

Alot of work has been put into this but it payed off tremendously, we’re extremely happy with the result, especially considering how consistent the world feels and plays with this improvement!

Taking into account all feedback we’ve received and our own play test sessions, we also continued working on adding new combat animations and tweaking the ones already being used, in order to provide the best feeling and feedback we can to combat, which is one of the pillars of the game.

Take it, it’s yours!

For the next week, we’re going to add a new cutscene into the game that will introduce players to the basic logic on interaction between the Elk and Ada, here’s a sneak peek!

Have a great weekend everyone!

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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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