As promised, we’re bringing one of our new and latest additions, one that’ll breathe more life to the world, rats!
See them driven before you!
We bet that you weren’t expecting that.
Other than the addition of these little critters, more fixes and improvements have been introduced, as well as further lighting tweaks to more scenes. We can already see the light at the end of the tunnel, pun intended!
We’ve also decided to share a glimpse of our polish work:
Mind the gap.
Can you guess in which area this cave is located?
That’s it for today’s DevBlog post, we hope that you’ve enjoyed it, have a great weekend!
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!
Have a good one!
Hope you’ve had a great week.
For this Friday devblog post we’re revealing some of the results of our efforts in polishing the game, specifically regarding lighting and the mood it can bring to any scene.
The images shared below showcase a few scenes that have been through this overhaul, previous look as a reference on the top with the new lighting below it.
Some improved VFX together with improved lighting.
Thank you for reading, enjoy the weekend!
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:
A Waterfall in the Wadi.
Thank you for reading, enjoy the weekend!
Happy New Year to you, fellow readers!
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:
Thank you as always for taking the time to read our DevBlog, have an awesome weekend!
This week we’ve been discussing some important aspects of the game, mainly the lighting and how we can use it to enhance and give character to certain areas.
On a different note, the team decided that it was time to improve all the tree models of the project and make them more interesting and coherent. We felt the old ones were too basic and that they started to stick out like a sore thumb compared to other assets.
Here’s how the new ones are looking:
The dead trees, on the right side are the old assets.
Some of the new tree trunks, on the right there’s an old asset for comparison
Meanwhile, our main battle has been squashing the last bugs and working on the final layer of polish of the game. We’ll keep you posted! See you next week!
HAPPY HOLIDAYS! Warm wishes from the entire team, Merry Christmas and a Happy New Year! As with last year, we’re taking some time off to be with our other loved ones, recharge our batteries, and would like to thank all of you who follow our development blog.
Get ready for a new year full of new surprises and adventures, along with fresh details regarding our launch, we’ll see you soon!
Today we’re sharing a sneak peek at two exquisite weapons that have recently joined the armory, behold:
A Knuckle set and a Mace.
To the left, we have a Knuckle set that is fashioned out of a certain foe that we’ve previously introduced, can you guess which?
To the right, our latest addition to the unique items that you can find hidden within the world of Decay of Logos, Lucerna!
What makes it unique, you might ask? This weapon has a special behavior that is revealed as soon as danger draws closer:
A beacon of light!
We’ve also continued with the usual polishing, optimization, QA and bug fixing, of course!
And that’s all for this week, thank you for reading, we hope that you all have a great weekend!
Another week goes by, bringing further beautification and polish, together with more QA and fixing!
As promised in the last post, we’re sharing another example on how the decals can make a huge difference, allowing our beautification artist to experiment on the fly with different feels for certain areas:
The original room is on the left, unspoiled by the decals that are introduced on the right, covering the floor and the edges of the walls.
A whole different message is transmitted to those who observe their surroundings, allowing for that extra layer of storytelling that we love!
That’s all for this week, we have something different in store for you all next friday so stay tuned!
These past few days, like before (as well as in the upcoming weeks, most likely!) the team has focused its efforts on crushing bugs, especially on the console versions, and on detailing the game environments.
One of the tricks we’re using to add that extra level of polish to some areas is the good ol’ decal system. Here is an example of how we’re going about that:
Decals really help us smooth the transition between meshes with contrasting materials.
We’ll share more of these shots to illustrate our fine-tuning process next week.
Till then, have a great weekend!