Category Archives: Programming

DevBlog 86 / Full Steam ahead!

Why hello there!

If you’ve ever heard of Steam, or if you’re currently using it, you’ll probably be ecstatic to know that we’ve included the Steam API into our project!

This allows us to have some sweet features such as Achievements, Cloud Saving and Stat tracking. It also means that our game might or might not be on Steam… take a guess.

Since you’ve probably guessed it right, we can also share that our Steam page will be online in the near future, so stay tuned!

Navigation mesh fix.

What is this? It’s our navigation mesh for the Canyon Puzzle, which had some issues that are now solved through navmesh control, allowing it to be updated as required by this event.

New area accessible by boat!

What is that? The boat we’ve showcased before is nearly fully implemented, and it will allow our hero to go forth and explore a new area which contains a quest item, some additional challenges and loot, of course!

A sanctuary, its buildings currently work-in-progress.

And this is the Village Hub we’ve mentioned before, which is shaping up to become a sanctuary to all, being not only rich in visual storytelling, but also holding its share of secrets! Oh, the houses are still work-in-progress, as such they are enveloped in a black, velvet fabric.

This tool will definitely come in handy!

Our Master Puppeteer, or Animator as some would call him, has implemented his new physics tool that will allow him to breathe even more life into his Puppets! We asked him how he does it, he said “Animation Magic”.

That is all for this week, everyone is thrilled for having the game on Steam and for all the progress that has been made so far, we can’t wait for the upcoming devblogs and to share more Decay of Logos goodies, so thank you for reading!

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DevBlog 85 / What’s hiding behind the masks?

Greetings curious ones!

Work on the Canyon Zone is coming to a closure as our craftsmen have been polishing it up while implementing its last mechanics, such as the boat that was revealed in a previous DevBlog, NPC placement for storytelling purposes, as well as a new puzzle that will give access to a very special place. It involves a few masks and… that’s all we’ll share, for now!

I’m masking you a question!

The village hub has been getting some love as well, even though we’re not ready to share a screenshot of its current state, rest assured that it will be an area which will always spark your interest, no matter how many times you revisit it.

We’ve also been working on the last key characters for the game, which we’re not going to spoil for you just yet, maybe sometime in the future as we’d like to keep some of them a mystery at least for the time being!

The Royal Guard, however, keeps insisting on making an appearance on every blog post.

Someone just took a wrong turn!

As usual, we’re happy to indulge, as he’s been getting a few new animations and some further polish as you can see by the screenshot.

That’s all folks, thank you for tuning in and have a pleasant weekend!

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DevBlog 84 / A Hole new area to explore!

Hello noble readers!

A Hole new area to explore!

This week we’ve made great progress in populating the Bottom Rift Windmills area, which is nearly fully implemented in regards to both props and logic, as we’ve also prepared it for our area streaming system!

Water we doing here?!

Ambushes and enemy placement throughout this area have been carefully considered as so to provide a different feel and encouraging players to be on their toes at all times.

Canyon ambushes!

The village, our main hub, has passed to an artist blocking phase since we’ve only had the initial designer’s blocking for quite some time already. We’ve drawn inspiration from Dark Souls 1’s Firelink Shrine, Dark Souls 2’s Majula, “Quinta da Regaleira” in Portugal, Sintra, and Everfall from Dragon’s Dogma! We’ll have more to show in a future DevBlog post, and we know you will all love it. * wink *

The Royal Guard continues to learn new moves, preparing himself to become one of the most dangerous and challenging elements of the game’s combat, one many would try to avoid rather than engage.

That is all for this week, we hope you’ve enjoyed this week’s updates, and thank you for tuning in!

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DevBlog 81 / Oh my guard!

Hello all!

A lot has happened this week, we’ll do our best to keep it short and sweet with all the juicy details, so let’s jump right into the news!

Pun intended!

The Canyon area has been under heavy construction, our chief mason has been busy chipping away at all the rocks and cliffs so it won’t be long before we share some details on this zone!

Some of the dungeons have been blessed with added complexity and intricacies and several new sounds have been added to the game, as some are still temporary, but there is still a handful of work to be done here.
Also, here’s a shot of the Royal Guard in-game, on a scale of 1 to Big, he’s pretty big!

And as tough as he looks!

We also came up with a new solution for the torches and their mechanics as we weren’t at all pleased with how they were working before even though they were working as intended. As it was, our beloved main character had to look for a torch every time one was needed because she wasn’t able to store them, but it quickly became more of a chore than a complementary mechanic to the game. For this reason, we’ve changed their logic and now a torch is available at all times, yay!

Our QA army has been combing the game for all those nasty pesky bugs, much squashing was heard throughout the week with more to come in the next!

What’s this? The Royal Guard is being animated already? Uh oh!

Oh no!

We honestly can’t wait to see them in action, terrorizing our protagonist!

Stay tuned for next week’s DevBlog, thank you for reading!

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DevBlog 80 / And there was much rejoicing!

Hi everyone!

Hope you’ve all had a great Halloween and hoarded a ton of sweets!

Let us start by celebrating the 80th DevBlog Post, yay!

And there was much rejoicing!

We kept working on the Boss for the Canyon area, concluding its fight mechanics and animations that will surely provide a memorable challenge with a unique twist!

Some extra animations were also added for the main character, allowing her to dash diagonally in order to give players more freedom in dodging melee and ranged attacks, we’re pretty happy with the new dynamic they bring to combat. Here, have a sneak-peek!

Everybody was Kung Fu fighting!

On a sidenote, we’ve already added the first animations for the Magic system in the game, more information on this in a future DevBlog!

There were some polish passes on the AI of all enemies regarding their behavior while engaged in combat, mostly in terms of rotating towards their target, to be more specific.

The Royal Guard we’ve shown in the last DevBlog is already in the Low Poly phase, looking as awesome as it looks menacing!

Finally, the architecture for the massive Canyon puzzle is mostly complete, here’s a screenshot just for you!

Plans for the weekend? Spelunking!

As always, thank you so much for taking the time and interest to follow our blog posts, see you next week!

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DevBlog 66 / Jetpacks, picnics gone wrong and tribals!

Hi there!

This week we continued working on the current chapter’s end boss, nearly all of its move-sets are complete, while the AI polish and behavior are currently in the works. This boss has a lot of extra moving parts and we experienced some problems managing several of its animations simultaneously, but we’ve solved this in the end.

A fully functional jetpack!

We also finished populating the environment of this chapter while also adding the logic to support it, now it’s time for testing and to finish balancing! Here are some combat encounter screenshots:

Two’s a company…

…three’s a crowd!

Unity 2017 released an awesome new tool for cinematics, so we’ll have to port our existing ones and create the future ones with it for a more cinematic and professional feeling.

Regarding the next chapter, players will mostly be facing a new threat, the masked youths that dwell in the depths of the Rift! Their visual concept was inspired by a Portuguese tradition, the “caretos”, as well as Princess Mononoke’s battle costume. Their motives for attacking the girl on sight will have to remain a mystery, for now…

Orphan kid.

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DevBlog 56 / Combat improvements

Hi there!

This week we worked on getting the new undead soldier ready for in-game logic and AI behaviors. Our animator is giving life to this undead soldier (no pun intended) and we can already show off a simple idle animation and the dynamic armor system in the gif below.

Undead Soldier turntable.

With this new enemy comes a new armor set and weapons. The player can farm this armor set by killing only these type of enemies, or by finding hidden chests with core armor pieces and weapons. With each full armor set the player has a small bonus in defense, so keep looking!
Lock-On Camera behavior and improved hit detection is something that we can now say is much better than in the PAX build. Sword/shield logic has been improved, much less bug prone, it’s really starting to feel on point.

Smooth kill.

Parry all the way.

We also added some audio details, for example if Ada has a full helmet armor, her voice is muffled. We love this type of small details, when possible/fast to implement, we add them right away.

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DevBlog 51 / Performance, Performance, Performance

Hi everyone!

A short devlog this week, ’cause the team is away during Easter. Chapter 2 is going great in terms of art, in the next devblog we will show you some cool screenshots and a glimpse of what the central hub village could look like.
Meanwhile, Andre did a complete revamp of the logic AI system. We were aware of some performance issues that were aggravated with the constant additional complexity growth of the AI. Sometimes, the best way to fix something is to scratch what you have and start again. Obviously a lot of states were recycled, but it’s a different approach in AI handling. In the gif below, using the old AI logic, we could hit an outrageous 25ms time of processing time, now it’s around 1ms. The problem used to happen if the build ran for long periods of time with various AI agents active.

Overcrowded combat – DEBUG MODE not actual gameplay.

Until next week, have a great Easter!

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