This week we’ve been discussing some important aspects of the game, mainly the lighting and how we can use it to enhance and give character to certain areas.
On a different note, the team decided that it was time to improve all the tree models of the project and make them more interesting and coherent. We felt the old ones were too basic and that they started to stick out like a sore thumb compared to other assets.
Here’s how the new ones are looking:
The dead trees, on the right side are the old assets.
Some of the new tree trunks, on the right there’s an old asset for comparison
Meanwhile, our main battle has been squashing the last bugs and working on the final layer of polish of the game. We’ll keep you posted! See you next week!
HAPPY HOLIDAYS! Warm wishes from the entire team, Merry Christmas and a Happy New Year! As with last year, we’re taking some time off to be with our other loved ones, recharge our batteries, and would like to thank all of you who follow our development blog.
Get ready for a new year full of new surprises and adventures, along with fresh details regarding our launch, we’ll see you soon!
We hope you are all getting ready for an awesome weekend. Short post today(national holiday) but we got some really cool stuff planned for next week as we’re getting ready to replace quite a few of our old placeholder VFX assets. It’s really going to breathe new life into the game!
The team is happy to announce that the winning shields have been added to the game. We’ll be posting additional gifs and a cool making off video soon, stay tuned!
Aegis of Vitrum on the left, Viriathus’ Bulwark on the Right.
The contest winners, Rita and Marco.
As a special addition, Shields now have special abilities which we’ll be demonstrating soon.
Once again, the team is working hard to finish and add all the small details so the game looks and feels good. Developing armor sets and polishing animations is currently our daily routine! Animating with our proprietary tools makes the process much simpler and the results much nicer.
With and without improvements
Also, the reworked VFXs are looking great! We’ll be showing them in all their glory in a later post, but here’s a sneak peek.
Look at the cog detail and the new ripples VFX
The shield design competition is almost over, this is the last day! Very good submissions so far, we will announce an album with all the submissions and descriptions provided.
On the audio department, now it’s all about the finishing touches – the cutscenes are in the oven and they’re starting to sound great!
As we’ve mentioned in a previous post, the team has been producing new pieces of armor. The one shown below is made from the mud of the Sacred Grounds of Palus, a large swampy area the players will have to cross in the game.
Our game reception was overwhelmingly positive but we also gathered a lot of feedback that will definitely help us improve its gameplay. It was great meeting some of the people that played our game during last PAX, even better knowing that they were extremely happy with the improvements we made to Decay of Logos since 2017.
The Switch was definitely a favorite during PAX, we were positively surprised by the amount of players interested in that version! Rest assured that we plan to provide the same full-blown experience on all systems!
If you have not already be sure to check out the IGN interview featuring exclusive Switch footage.
Back in Portugal – Without spoiling much, André dedicated most of the week to dungeon related work; you’ll be happy to know that they are nearly complete, and will prove to be quite the challenge!
We’ve also been producing important storytelling assets that will enrich the Palace interiors, such as busts and statues. The way we’ve developed them allows us to apply different materials, like iron or stone, which means we can use them in many areas throughout the game. In the meantime, various tileable textures had to be made for the Romanticist rooms and chambers of the Palace.
Special thanks to Rising Star Games and Reverb Inc. for their amazing work and dedication!
Final day, team photo while they stole (packed) our booth! @DecayofLogos @RisingStarGames @ReverbGames @GroundShatter
Our post is a bit short this week, we’ve spent most of our time working on our PAX EAST 2018 showbuild in order to ensure that it’s fun to play in a limited amount of time, and bug free. We invite you all to join us and to play Decay of Logos for yourself.
Come on down and venture into one of the many dungeons available in our game, challenge one of the main bosses, and discover more about the lore available in our vibrant fantasy world.
PAX is definitely something else, we could not have anticipated the amount of feedback and visitors that we got. It was well worth all the countless hours spent on an airplane and the harsh Boston temperatures, we strongly recommend it to all developers and visitors. The organizers and support team at PAX and the Indie MEGABOOTH were some of the best that we ever had the pleasure to work with.
PAX is MASSIVE! Boston does get quite cold at times.
It was also a great opportunity to mingle with developers, it’s always great to be able to share, and learn, from others. It’s a great place to get in touch with publishers, artists, marketers, and fans. Our only regret is not being able to play most of the games available, there was simply no free time, even with 3 of our team members there.
Our humble booth and a small crowd checking out the awesome games at the Indie MEGABOOTH.
If you are an indie developer looking to boost your visibility and establishing critical contacts, PAX is the event for you. Be sure to plan it appropriately, it will save you quite a few troubles. Get power adapters beforehand, take 2-3 times more flyers or giveaways, use rollups or take appropriate hanging material. Due to lack of professional grade duct tape, we ended up using Velcro everywhere, not a great solution.
Some assembly was required.
If you have not already, be sure to check the new tabs available for additional Story, Gameplay and Media. We will be back next week with new development updates.
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.
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.
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.