Seeing as the finish line is drawing closer and closer, we’ve considered posting less about development and just share some goodies such as screenshots and wallpapers for the time being, that is until the game is released, after which we’ll resume posting more insightful posts touching upon the future of the game, patch notes, and so on.
We’re also bringing you our first official wallpaper and we hope that you enjoy it!
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!
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!
Sorry folks, this week our devblog is a bit simple. We are all deep in development in an effort to work out any issues we find along the away and polishing everything we can!
The PAX feedback has been extremely valuable, we’ll definitely be able to offer a better experience once we tidy up.
A big shoutout to our publisher, Rising Star Games, for sharing more about Decay of Logos, you should definitely follow their Twitter account.
Ada: On a journey for revenge accompanied by her mystical Elk companion, Ada will unveil secrets about the ruling King and his sons – slowly realising that all is not what it seems…
They also ran a small challenge (we might be doing more of this, it was pretty cool!) where you had to guess the inspiration behind one of the scenes in our game.
Can you guess what inspired it?
Stay tuned for more next week, and thank you for coming by!
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!
We’ve just finished the last character for the game but, unfortunately, it’s not going to be revealed in this post… not sure if we want to keep it a secret yet… we’ll share this instead!
What if I told you…
Here’s a sneak peek into some artsy, performant trickery that we use to simulate world elements in the distance, it’s not pretty seen up close but it does its job pretty well if you’re far, which you will be!
There’ll always be room for some more polishing in regards to every aspect of the game, up until release, and characters won’t be an exception, of course. Still, it’s an important milestone and we’re glad to share it with you!
She was not the only one to knock, after all!
Some additional logic has been added to the Elk, meaning that our faithful companion has a couple of additional mechanics under its metaphorical belt ( saddle? ), as you can see in the image above.
The dialogue system has also been further tweaked, and the order by which you meet and talk to NPCs will now affect what they’ll say, adding some additional depth to the narrative and exploration even though you have no conversation choices, which is intended.
And that’ll be all for this week, everything is shaping up nicely as you can see by our most recent posts, soon we’ll have the last area finished and more effort will be put into the polishing of the game as a whole, perhaps even adding a couple of new surprises and extra content, yay!
And it’s our favorite time of the week again, yes!
…Hello!
That’s one big wishing well!
Ain’t it a beauty? The village is now complete AND populated, so all that remains for it is a final polish round, together with all the other areas, when we’re done with all the locations of the game world.
The Royal Guard has also been completed, with all its animations and behaviors, and he’s been particularly busy destroying our testers and developers without breaking a sweat!
Two familiar faces, one shirtless torso.
Oh, there’s the village again, awesome! Anyway, we’ve also added the final set of potions, with additional logic for the buff/debuff system, which will provide more depth and dynamic to combat, choose what potions to carry wisely and you’ll have a better time!
Another QA testing session took place, where we reviewed older issues and took note of a few new ones that came up, we’re doing these more frequently as we further development and the results are speaking for themselves.
The final chapter is on its way!
Glorious! Work has just begun on the final areas of the game, which lead to the Kingdom Castle… we’ve come a long way!
For the next week, we’re hoping to bring you some magical goodness and further details on this new system that has been recently introduced, we’re all very excited about it and you should be too!
If you’ve ever heard of Steam, or if you’re currently using it, you’ll probably be ecstatic to know that we’ve included the Steam API into our project!
This allows us to have some sweet features such as Achievements, Cloud Saving and Stat tracking. It also means that our game might or might not be on Steam… take a guess.
Since you’ve probably guessed it right, we can also share that our Steam page will be online in the near future, so stay tuned!
Navigation mesh fix.
What is this? It’s our navigation mesh for the Canyon Puzzle, which had some issues that are now solved through navmesh control, allowing it to be updated as required by this event.
New area accessible by boat!
What is that? The boat we’ve showcased before is nearly fully implemented, and it will allow our hero to go forth and explore a new area which contains a quest item, some additional challenges and loot, of course!
A sanctuary, its buildings currently work-in-progress.
And this is the Village Hub we’ve mentioned before, which is shaping up to become a sanctuary to all, being not only rich in visual storytelling, but also holding its share of secrets! Oh, the houses are still work-in-progress, as such they are enveloped in a black, velvet fabric.
This tool will definitely come in handy!
Our Master Puppeteer, or Animator as some would call him, has implemented his new physics tool that will allow him to breathe even more life into his Puppets! We asked him how he does it, he said “Animation Magic”.
That is all for this week, everyone is thrilled for having the game on Steam and for all the progress that has been made so far, we can’t wait for the upcoming devblogs and to share more Decay of Logos goodies, so thank you for reading!
This week we’ve made great progress in populating the Bottom Rift Windmills area, which is nearly fully implemented in regards to both props and logic, as we’ve also prepared it for our area streaming system!
Water we doing here?!
Ambushes and enemy placement throughout this area have been carefully considered as so to provide a different feel and encouraging players to be on their toes at all times.
Canyon ambushes!
The village, our main hub, has passed to an artist blocking phase since we’ve only had the initial designer’s blocking for quite some time already. We’ve drawn inspiration from Dark Souls 1’s Firelink Shrine, Dark Souls 2’s Majula, “Quinta da Regaleira” in Portugal, Sintra, and Everfall from Dragon’s Dogma! We’ll have more to show in a future DevBlog post, and we know you will all love it. * wink *
The Royal Guard continues to learn new moves, preparing himself to become one of the most dangerous and challenging elements of the game’s combat, one many would try to avoid rather than engage.
That is all for this week, we hope you’ve enjoyed this week’s updates, and thank you for tuning in!
This week we’ve added a new, simple mechanic to add more diversity to the main puzzle of the zone we are currently working on. Inspired by the Indiana Jones Movies, specifically where stone doors close slowly, you’ll have to sprint and slide in order to successfully reach the other side.
We are focused on maintaining a smooth learning curve as far as puzzles are concerned, so we’ve increased the complexity of previous puzzles in the game in order to prepare players for the challenge this latest one provides!
*Indiana Jones Music intensifies*
Using our modular dungeon system, we’ve also done some extensive dungeon building tests, however, it still remains to be decided whether we will add randomly generated dungeons or at least different layouts for them in NG+ and beyond!
Custom dungeon example.
We decided to add a new threat to the player – elite soldiers, members of the royal guard, that will surely be a tough challenge to those who dare face them. Here is the concept: