Category Archives: WIP

DevBlog 109 / Hoarders, rejoice!

Hi everyone!

We’re here for another weekly devblog post, this time with some fresh, new screenshots to share, and some additional information regarding our progress!

Hoarders, rejoice!

We’ve finished adding some additional content and logic to the village, such as the bottomless well, that you can see in the screenshot above, which allows you to stash all the goods you find without any limits.

Perfect for anyone who, like us, loves to hoard stuff!

Look how cozy he is now!

The NPCs’ positioning has been adjusted, and they will show up as you meet and interact with them during your adventure, and the village’s mood will be changing as you progress in your quest for the truth.

We’ve also continued to work on polishing the game, adding some further detail to the characters’ textures and animations while also reworking the terrain for certain areas, as we’ve mentioned in a previous post.

And now for something completely different!

We’re sharing a sample of the music that’s being worked on for the village, which will also change dynamically throughout the game, let us know how you feel about it, all feedback is welcome!

Next week, we’ll do another extensive bug fixing run with all the issues and nitpicks we’ve found during out daily QA sessions, which have been both fun and gratifying as we see the game shape up to our expectations!

Enjoy your weekend!

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DevBlog 107 / Gotta get them all!

Hi all!

We’re going to be present in a big event here in sunny ( but somewhat rainy as of late ) Portugal during this weekend, the Euro Gamer – Portugal Summer Fest, in which a demo of our game is going to be available to be played so, if you’re currently in Portugal, come and meet us! This also means that we’re going to get even more invaluable feedback from many different players, and that is very important to us as developers since we get to see all the distinct reactions and gather all sorts of input that will definitely help us shape the game.

Come and visit us for a chance at playing Decay of Logos!

Regarding this week’s development progress, we’ve continued reworking the terrain meshes for the first areas, working on the cutscenes and preparing a build for this event, while continuing to fix issues and polish certain mechanics.

We’ve also got a few new weapons, fresh out of the forge, which will add variety to the combat and also work as sweet rewards for players who enjoy exploring. Our blacksmith focused on crafting many types of equipment so that we have at our disposal a balanced number of swords, bows, caestus, shields, among others. Here are some of these tools of war:

Gotta get them all!

We hope you’ve enjoyed this week’s DevBlog post, stay tuned for the next one and have a great weekend!

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DevBlog 106 / Work, work!

Hello fellow readers!

This week we’re writing a short post, as our efforts are currently focused on QA and bug fixing. We’re also finishing the implementation of the new UI, with special attention to user experience, and tweaking the FMOD system that has recently been introduced to the game! Here’s a totally unrelated image:

A soothing environment for your enjoyment!

There are not many details that we can share regarding the above, as bug smashing is not as interesting to write or read about as to actually experience the arguable thrill of figuring out what exactly went wrong and how to replicate the trickiest issues, which sometimes requires inhuman perseverance and unbreakable spirit!

At least we’re not stuck with recording and going back and forth in VHS tapes, right?
Thanks to technology, we make use of software that allows for recording through a replay buffer, so all it takes is a key press and we’ve captured that nasty bug on a short video file, proceeding to watch a few times until figuring out how to replicate it consistently and then jot it down step-by-step, which makes it much easier to be tackled by our code wizard.

We also make use of several debug data present on screen, including key press information, which really helps!

That will be all for this week friends, lets see what we can cook up for the next one, see you!

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DevBlog 105 / Treats for the eyes and ears!

Hi!

Remember us mentioning in the previous post that we’re cooking up some new weapons? Some of them are already modeled and ready to be pushed into the game, feel free to let us know what you think:

Pro-tip: poke the baddies with the pointy end!

Also, the small introductory area, that will serve as the starting point for Decay of Logos, has just been completed! It will provide some gameplay and a cutscene, allowing for players to be introduced to the game’s Lore and mechanics just before being set free to roam our world.

Next, we’re going to overhaul the initial terrain and environments, bringing in some of the workflow that we’ve adopted while setting up the more recent areas, since these zones are ancient in terms of their development stage. In practice, they’ll be tweaked to look better, play better and feel better!

The new HUD is also in the game in its entirety, and its a treat to the eyes while also providing an overall better user experience while navigating those menus!

New UI, simple and elegant!

On the more technical side of things, namely audio, we’re done with fully implementing FMOD, a sound engine used by many popular titles, both AAA and Indie, that melds quality with flexibility. Trust us, your ears will love it!

We hope you’ve enjoyed this update, tune-in next week at the same time for more Decay of Logos goodies, and have a great weekend!

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DevBlog 104 / More weapons, more fun!

Hello everyone, hope you’ve all had a pleasant week!

We’ve always intended to develop some new weapons to add even more variety to combat as soon as the major areas of our game were completed, and the team has decided that time has come! Our in-house carpenter has just been shifted to the smithy, where he’s currently tackling the following blueprints:

One of these weapons lets you be one step ahead of your enemies, guess which!

There has also been some further planning and discussion regarding our older animations, while also taking into account all the feedback we’ve received so far from testers, QA and players at PAX, which has lead us to start working on tweaking and improving some of them. Below you can see our old dodge animation first, and then the new one, which is still a work-in-progress, which provides better visual feedback to the action, and provides a better feel to combat:

Guilty feet have got no rhythm!

The new dodge animation, wip!

Last but not least, we kept the QA and bug squashing going, and every week that passes the game feels better and plays better, which is extremely gratifying and motivating!

That’s all for this week, have a pleasant weekend and stay tuned for more!

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DevBlog 103 / Statues and visual story telling

Hey!

This week the team has worked hard on finding and fixing the bugs that have been spotted during PAX. Simultaneously, all of the game’s audio has been converted into FMOD, which grants us greater control over how we want everything to sound like, with a much more flexible workflow.

On the art side, the development of the last area of the game is progressing nicely, with all the final meshes and textures already in place within Unity, awaiting the detail and polish passes.

The statues we have mentioned previously are also pretty much finished, and we can’t wait to start placing them around in the various locations of the game to really strengthen the visual storytelling.

Scary Statues and palace props.

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DevBlog 98 / Our interface has leveled up!

Greetings!

As the time to showcase our game draws near, we’ve been polishing and tidying things up a bit in our latest build, more details will be announced in the near future!

We’ve also added FMOD to our game, which allows for greater audio fidelity while also providing some nifty features such as setting our music dynamically according to certain fight stages or events, improving the overall experience.

Epic battle music ensues!

Regarding our UI, it’s being completely revamped as it was still an old placeholder from the dark days of the early alpha stages, here’s a sneak peek at what its shaping up to become, feedback appreciated!

Elegant and functional!

As we finish building the last zone, which we’re REALLY looking forward to share with you as soon as its complete, we’re adding new, unique materials that are specific to its architecture, can you guess what each of them represents?

Those are some marble-ous materials!

That’s all for this Friday update, stay tuned for more next week, and thank you for reading!

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DevBlog 96 / Ada Reborn

Dear readers,

Another week full of polishing touches and bug fixing has passed.

The development of the final area is going well, and it provides some breathtaking visuals together with a good opportunity for introspection as you make your way through its scenery.

Fabulous!

Regarding the new version of the main character, she is now in-game, as you can see in the following gifs.

Old Ada served us well throughout development, she will never be forgotten!

The way to the Elk’s heart is through its stomach, obviously.

We’re still retouching some animations because her anatomy is a bit different, and our new smith is refitting the armors as well for this same reason, of course.

Fly like an eagle, sting like a bee!

It’s hard to express in words how we are all pleased with this new version of the main character, we feel it was the right call and everyone worked extra hard to put her into the game prior to the game’s release.

We hope you’ve enjoyed this post and the sneak peek we’ve provided into the reborn Ada, see you all next week!

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DevBlog 95 / Debugging, Polish and Beautify

Hey there!

The team is still hard at work preparing the show build areas by fine-tuning animations, enhancing the mood through color grading, as well as placing new assets in the scene. All this will serve as a guide for the remaining parts of the game, particularly regarding the level of polish.

New particles on the way! Echo shells sound like waves in the distance.

Debugging some stuff on the editor, always fun!

Another cutscene is finished and now it is time to begin focusing on bug fixing before integrating the final zone of the game, adding mechanics prefabs, manage the streaming logic and such. After this last step, the whole team will be on the “polish phase”. Almost there!

In other news, Ada’s high poly model is pretty much finished, as you can see below. We are still testing which should be the main color of her clothes, as you can tell from the polls we’ve posted. We’ll share the final version once we’ve settled the matter!

Ada High Poly is done!

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DevBlog 94 / What? Ada is evolving!

Hello, travelers!

Today we’re excited to bring you exciting news, pardon the redundancy, regarding our protagonist, which has received a full overhaul! Feast your eyes upon her new look!

Hello, gorgeous!

The reason why we’ve reworked her visuals is because her original version was inspired on an old concept of a different artist, and the game’s visuals have been taking a slightly different path than what was originally planned.

What should we be wearing today?

We’ve decided to do it at this stage since we have much more experience in creating something that melds with the current art direction and visual style, and we’re already done with the High Poly version, so she will be in the game soon enough!

Some of the initial areas of the game are being further developed according to this logic, as we enter the final stages of production.

Regarding the last area, we’ve been fleshing out both the Palace and the encompassed region, and the following screenshot might be related to this!

Hold it!

One of the cutscenes is being actively worked on and will make its debut on the show build, some new animations were… animated specifically for this, and some additional logic as well. This build is nearly 100% complete, we’ve been squashing some bugs and will perform further QA in order to make sure it’s buttery smooth!

That will be all for today, we look forward to next Friday!

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