This week we’re bringing you another in-game shot that made it into a nice wallpaper, for your enjoyment!
Regarding our progress, everything has been going great as always, we’re very happy with the results that this polishing and balancing phase is bringing to the game.
Feel free to download it and let us know what you think:
Arrow meets Soldier!
Hope you’ve enjoyed it, see you next week for more!
As we’ve mentioned in the last DevBlog post, we’re going to share additional media goodies as the game undergoes its final polish and balancing passes.
Last week we shared a wallpaper of the Hallowed Plains of Turrim’s concept art, and this week we’re bringing you another one from the same area, but this time its in-game shot!
Hallowed Plains of Turrim Brute wallpaper!
Hope you’re enjoying the content we’re bringing you, stay tuned for more and have a great weekend!
In today’s blog post, we’ll be talking about the adventurer’s diet.
As you may already know, being adventurers yourselves, a dangerous profession such as this one can be very taxing on the body, and at those times where neither magicae nor alchemy are available, sustenance may still be within your grasp if you know where to look!
The adventurer’s diet!
There are, of course, risks involved when seeking nutrition from nature.
Certain sources of nourishment might get you to full strength, while others will surely lead to an upset stomach, or even death.
It’s common knowledge that the berries that are favored by many wild animals are not edible but fungi, on the other hand, can be pretty safe if you know which ones to pick.
What’s your poison? I mean…
There is always reward to the risk involved, even if the result is an undesirable one… * wink wink *
And on the technical side of things, we’ve been performing several optimizations in order for the game to be more stable!
That’ll be all for this week, be sure to stop by again next Friday for more goodies!
We’ve done a quick balancing pass throughout this week, together with the usual work on lighting and bug fixing for both PC and Consoles.
One of the tasks we’ve been tackling as of late is the placement of Reflection probes all throughout the game world. Having these really allows us to add an extra touch of identity to each location, making them feel different, alongside the lighting, sound and materials.
Reflection Probe workflow.
In the image below, for example, we have a Reflection Probe with a fairly high Intensity number in order to make the cave seem damper:
The gears have been doing their usual grind, tweaking the lighting and tuning the balance while squashing whatever bug that remains!
We’ve decided to bring you something a bit more technical today, however, and this is in regards to the lighting overhaul that we’ve kept bringing up in the latest posts:
Probes among us
The pink fiesta that you see is a plethora of light probes that are being manually placed and tweaked in every location.
In short, they allow us to provide quality and accurate lighting for non-static objects while also providing some necessary light information for the static ones. Do note that this is very performant, despite the way it looks behind the scenes!
We’re also bringing you another scene that has been tweaked and is close to being ready for prime time:
Painting with light
Thank you for keeping up with our posts, we’ll see you next week!
It’s no secret that we’re big fans of the Nintendo Switch, in fact, most of us are proud owners of one, and we’ve decided to bring you some new gameplay footage on this platform as we’ve been doing extensive QA on consoles throughout the week!
Wait for it…
We’ve also continued to work on tweaking the lighting of remaining scenes, which has been taking quite some time as there’s a lot of manual work involved, but in return it gives us all the control that we need and allows for our environments to look so much better.
Thank you for reading, we hope that you’ve enjoyed what we had to share today, see you again next Friday!
We’ve continued working on the lighting aspect of all our scenes, while also tweaking related content such as materials, reflection probes, color grading and so on, ensuring that everything is looking pretty and as close as possible to our vision.
As such, we’re bringing you a couple more examples of the new and improved looks that you can expect when you explore this unique world:
Overhauled lighting in the dungeons I.
Overhauled lighting in the dungeons II.
We hope that you’ve enjoyed the content that we had to share for this week, there are some new things in store that we hope to show you in the upcoming DevBlogs, so stay tuned!
Another week has gone past almost without notice, as we’ve been focused on QA, polishing and balancing of the game.
We do miss sharing all sorts of new content, be it concept art, new items or even mechanics, but we all know that the final stretch is a necessary grind to ensure that we can deliver the best experience to everyone, leaving us little time for anything else.
The whole team is eager to cross the finish line and see the result of our passion being experienced by you, and that time is drawing closer and closer each day.
We’re also bringing you a gorgeous scene, featuring improved visual effects together with additional hand placed details:
This year is going to be truly important for the Decay of Logos team since, as you’re probably already aware, the game will be launched on all major platforms.
We’re on the final stretch of the QA, which feels great as it has helped us find all sorts of pesky issues that have been eluding us throughout our in-house testing sessions, most of which have already been addressed by our man of digital letters.
Although we don’t have much to share for this week, we can tell you that the new trees shown in the previous post are fully integrated into the game, and we’ve also continued improving upon our VFX as well!
Here’s two screenshots of said trees in the context of the game, for your viewing pleasure:
Swamp trees.
Forest trees.
Thank you as always for taking the time to read our DevBlog, have an awesome weekend!