Category Archives: WIP

DevBlog 145 / An extra touch of identity

Hi everyone!

We’ve done a quick balancing pass throughout this week, together with the usual work on lighting and bug fixing for both PC and Consoles.

One of the tasks we’ve been tackling as of late is the placement of Reflection probes all throughout the game world. Having these really allows us to add an extra touch of identity to each location, making them feel different, alongside the lighting, sound and materials.

Reflection Probe workflow.

In the image below, for example, we have a Reflection Probe with a fairly high Intensity number in order to make the cave seem damper:

Improved lighting and shadows.

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

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DevBlog 144 / Painting with light

Hello!

The gears have been doing their usual grind, tweaking the lighting and tuning the balance while squashing whatever bug that remains!

We’ve decided to bring you something a bit more technical today, however, and this is in regards to the lighting overhaul that we’ve kept bringing up in the latest posts:

Probes among us

The pink fiesta that you see is a plethora of light probes that are being manually placed and tweaked in every location.

In short, they allow us to provide quality and accurate lighting for non-static objects while also providing some necessary light information for the static ones. Do note that this is very performant, despite the way it looks behind the scenes!

We’re also bringing you another scene that has been tweaked and is close to being ready for prime time:

Painting with light

Thank you for keeping up with our posts, we’ll see you next week!

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DevBlog 136 / A beacon of light

Hello!

Today we’re sharing a sneak peek at two exquisite weapons that have recently joined the armory, behold:

A Knuckle set and a Mace.

To the left, we have a Knuckle set that is fashioned out of a certain foe that we’ve previously introduced, can you guess which?

To the right, our latest addition to the unique items that you can find hidden within the world of Decay of Logos, Lucerna!

What makes it unique, you might ask? This weapon has a special behavior that is revealed as soon as danger draws closer:

A beacon of light!

We’ve also continued with the usual polishing, optimization, QA and bug fixing, of course!

And that’s all for this week, thank you for reading, we hope that you all have a great weekend!

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DevBlog 132 / Vallis Sanctum decoratus est

Hello readers!

Another week of QA goodness and bug slaying, a real massacre of all of those pesky issues that we would absolutely hate to let you all deal with. In all due honesty, these things do take a great deal of time and effort, and we’re happy that we have the time and resources to undergo a thorough testing and polishing phase!

As usual, we’re sharing some images of the progress made in the embellishment process that has been keeping our artists busy with hand placed details and final touches. We bring you one of the Ancestral sites that we’re sure everyone will love to explore, the Vallis Sanctum:

Catchy name, huh?

It’s also one of our largest dungeons!

That’s it for this week’s blog post, thank you for reading!

Have a great weekend!

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DevBlog 131 / Reach for the sky!

Hello readers!

With the ongoing external QA, which is going pretty well since you’re asking, we’ve been tackling the the issues all around the clock.

The art team, however, has channeled their artsy magicae to polish the skybox, which is what we’re bringing out today for your viewing pleasure, so please enjoy the following screenshots:

Politely asking the Brute to stand aside to take this sky picture!

Communing with nature while taking another sky picture!

We hope that you’ve enjoyed the content we had to share today, rest assured that we’ll have more goodies to share further down the road, so stay tuned.

Have a great weekend!

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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 127 / Polishing the Rift

Hello everyone!

This week, our biggest focus on the technical side of things was working on the console ports, while also continuing to optimize the project and its code. We want to make sure that all platforms provide the best experience possible, since we’re big fans of them all!

On the artistic side, we’ve done a good amount of polishing over the landscape, especially in the Howling Rift, hence the title, and continued to polish work on the audio, visual effects and animations.

We also have a couple of shots of the aforementioned area to share, but be mindful that they are still work in progress:

I swear she was here just a minute ago!

Improved landscapes!

That’ll be all for this week, thank you for checking out this devblog post and please stay tuned for more next Friday!

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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 120 / They are Legion!

Hello!

We have made quite some progress this week, both in terms of polish and the addition of new content!

The enemy list has grown with the addition of a new flying creature, that is still being worked on but we’ll definitely share some screenshots in an upcoming blog post, together with new variations for the last remnants of the Ancestor legion, that will be some of the toughest foes that you will encounter throughout the land. Here’s one of them for your viewing pleasure:

You’ve come to the wrong neighborhood!

We’ve also started to work on the visual effects, as most of the ones we’ve been using are simply placeholders, and we have several new ones planned! Animations for both the main character and some enemies are being tweaked and polished, and we’re sharing an example with you:

Old Ancient Soldier animation!

New Ancient Soldier animation!

Finally, there was a major effort in cleaning up the code, while also adding a debug menu with controller support for the consoles, in order to help with development and QA for them.

Regarding the gamescom event, our team member that was present to showcase the game had a blast but, unfortunately, he still hasn’t arrived due to a flight delay, so we’ll have to share all the juicy details of the event next week!

Thank you for reading, have a nice weekend!

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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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