Tag Archives: Ilumination

DevBlog 21 / World and HUD Improvements

Hey everyone!

This week we all invested some time in the first portion of the game, making a lot of tweaks and populating every space with the assets we produced so far. The shots below show how much more alive the game feels now following this collective effort.

How'd It Get Burned?!

Lumberjack hut area and companion.

How'd It Get Burned?!

The old Temple

One of the things that is still in a clear “wip” state is the texture of the hills and cliffs that limit the areas of the game. There was actually an unfortunate setback in our process – Pichel had made a lot of progress in texturing when suddenly Mari crashed and a lot of work was lost, since it somehow corrupted the backup files. But nevertheless we are back on track.

How'd It Get Burned?!

Long journey

André worked on improving a bunch of mechanics, improving the “ambush” feature, the enemies’ awareness system, and updated the HUD alongside Tomé, using new graphic elements they designed together.

How'd It Get Burned?!

New UI elements

We also got a lot of new elk animations from Iuri that really help making it look livelier. Ricardo also jumped in to assist the team with the general lighting of the game.

How'd It Get Burned?!

The Aqueduct

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DevBlog 20 / Environments Revisited

Hi there!

This week Tomé and André reworked and tweaked some interiors of the game using many brand new assets. Some color calibrations were done to improve the atmosphere of each space and create distinct areas.

How'd It Get Burned?!

Secret areas are easy to be missed.

How'd It Get Burned?!

Some hidden lore in this wooden house.

How'd It Get Burned?!

Another pass in populating this interior.

André did some bug fixing and polished some mechanics. He’s preparing a new test build. Also, a first new version of streaming scenes was implemented with a great performance improvement and also an easier way to edit scenes for everyone.

Meanwhile, Pichel finished the player’s companion and is working on the other characters and NPC’s and doing a more detailed version of the painted terrain.

The outdoors are really coming along, the new areas are almost complete.

How'd It Get Burned?!

Another pass in populating this interior.

Next week we intend to redo the HUD (replacing placeholders) and make some minor functionality changes in the inventory.

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DevBlog 10 / Interior Testing

Hi there!

Our exterior and interior 3D modules are finally ready and we are assembling the buildings that were simple place holders a few weeks ago. We are still experimenting with the overall distribution and lighting of the area.

Modular props are very useful since they can be reused in other buildings, even on later chapters. They can be used as ruins too (with simple painting or decal variations). In the next couple of weeks, Level building will become much faster and fun.

Old view on the left, current view on the right

You can use stairs to reach higher places, they will also offer you clues to possible passages.

Some cracks, rubble and wood planks will be added later for added effect.

Old view on the left, current view on the right

Temporary lightning, this shot uses a very simple preview light setup.

We plan to have smooth and immersive interior/exterior transitions, visually and auditory. Duck volumes (exterior sounds like birds will be clamped when you are inside), eye adaptation and reverb zones combined will create an unforgettable experience.

Next week André will tackle dynamic spine IKs for biped and quadruped, and Pichel will be working in a new NPC.

 

 

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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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