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.
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!
It’s official! We’re happy to finally announce that Decay of Logos is going to be published by Rising Star Games, and we are humbled to be part of their growing collection of amazing titles!
Rising Star Games is a renowned publisher operating in Europe and USA, and has published video games across all gaming platforms, from Sony, Microsoft, Nintendo and via Steam. Check them out at www.risingstargames.com!
As per the announcement, Decay of Logos will be published digitally across all major gaming formats, including PS4, XBox One and Nintendo Switch, by Rising Star Games, and is scheduled for global release in Autumn 2018, so you’ll be able to get your hands on it pretty soon!
Check out the announcement trailer, and feel free to leave your feedback in the comments!
You may also read the press release by following the link below!
Regarding this week’s development, we’ve continued to polish and tweak the game, with great focus on improving and fixing our main character’s animations since we’ve added her new rig recently.
A danse macabre!
We’ve also decided to improve the Elk’s mane, in order to update its visual and make it look better overall.
Work has continued on the final area of the game, soon we’ll have a few screenshots to share with you so stay tuned!
It’s LeviosAH!
We hope you’ve enjoyed our announcement and trailer, see you next Friday!
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!
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!