Category Archives: Gameplay

DevBlog 09 / The Journey Companion

Hi everyone!

A very important character in this game is the player’s companion, previously mentioned in the game description. Your companion can help in some puzzles, serve as a fast travel option and can store additional weapons, armor and potions that you can’t carry with you. But it can’t follow you everywhere! Some places can only be accessed with the player alone, for example: when you need to climb something, your companion will wait for you below; in this type of situation you need to manage what you bring with you and what stays with your companion, since your inventory is limited and your companion can carry many more items.

Old view on the left, current view on the right

Early concept by Jeffrey Ferreira.

This was the very first model of the game (Modeled, rigged and animated by our programmer André), and it is still the model used for AI logic tests and behavior like in the gif below. All the mechanics and logic mentioned above are already implemented.

Old view on the left, current view on the right

Here we can see some automatic object avoidance, the Elk automaticly avoids major falls and objects like trees even if the player forces it.

We are trying to make the Elk’s movements the most organic possible, like previously mentioned, in situations like avoiding falls and trees, and by reacting to enemies close by. If the player is adventuring around and exploring, your companion won’t stay in the same place waiting. Our idea is to have a character with personality that you can mount and interact with, not a soulless prop.

Some details like foot IK and body position relative to ground or slope will be implemented to enhance the organic feel. This behavior is highly influenced by Shadow Of The Colossus Agro’s behavior (the companion horse).

Old view on the left, current view on the right

WIP, for tests only, not the final model.

We are still exploring the Elk’s design, and that is currently one of our top priorities. Next week Tomé will make the final concept of the Elk for Pichel to model. Next step is new animations.

In this week of work André did some bug fixing and gameplay polish while Tomé and Pichel finished the ruins asset modules.

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DevBlog 08 / Interior Illumination and deferred decals

Hi there!

Pichel and Tomé are doing some progress in the texturing department, painting maps for all the modular props. You can see below most of the wooden assets, all game-ready.

Old view on the left, current view on the right

Various finished wooden props.

This week André implemented deferred decals, they will be used for blood splats on surfaces and for details in walls/floors, like cracks for example, or other numerous applications in static objects.
Some improvements have been made in the way enemies respond to hits, like if the player swings the sword in one direction and hits the enemy, he will stagger in the opposite way he was hit. The direction of the blood particle and blood splat in floor respect the hit direction too.

Old view on the left, current view on the right

Here you can see some blood on the ground with the new deferred decal system.

We did some tests with interior lighting too, still very WIP  (no final textures nor materials), but now we know that we can achieve cool ambient interiors.

Old view on the left, current view on the right

You can see some light coming from the cracked ceiling in the far end.

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DevBlog 06 / Interactable Objects

Hi there!

While Pichel and Tomé are finishing the ancient ruins modules and the wooden assets, André is taking up the ones already finished and preparing them for in-game interaction. For example, we now have a breakable wooden fence and a crane!

Old view on the left, current view on the right

You can break planks of wood to reach some hidden zones.

Old view on the left, current view on the right

WIP model of the wood crane, that can be used to lift up or down objects.

Now, talking about the overall state of the game, all the mechanics logic are done (although we’re mostly still using placeholder objects) and we already did balancing tests with enemies and bosses. The level design of various areas are also done, ready to be populated with the new props. We are working hard to replace the placeholder props and characters, fix bugs and polish the visuals. With more playthroughs we will keep tweaking the gameplay and balance of the game.

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DevBlog 05 / Bow behavior, Ancient Ruins and Sound

Hi everyone!

In this week of work, Andre changed some things in the bow behavior. A trail prediction was added and the view when shooting was flipped. We’re also considering removing the Crosshair. In Decay of Logos the range of your bow depends on your Strength Stat.

Old view on the left, current view on the right

Old view on the left, current view on the right.

Now the camera goes to the right side instead of left . When locked onto a target the behavior is different (no camera change) and the arrow always hits (if in range and providing the enemy is not defending).

In this screenshot the player has a strength of 11

In this screenshot the player has a strength of 11 for example.

Andre started improving the sound in the game and changing some things in how it is handled overall. Audio mixer, duck audio, snapshots and reverb zones were added for a more immersive experience.

On the other side of the trenches, Pichel and Tomé have been developing our own modular set for the ancient ruins. They’ve been pretty much playing with Lego.

In this screenshot the player have a strength of 11 for example

The modular set for the ancient ruins.

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