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!
Happy to announce that we’ve finally added additional language options for all in-game text. We might not be able to provide audio in every language but we’ll make sure that almost anyone in the world can enjoy the rich lore and story that our game offers. We’re still deep in development as you can see from today’s post, these are small but very important details that we’re taking great care with to ensure you have a good experience.
Be sure that you tackle localization in the early stages of development, we guarantee that it will save you quite a few headaches. It’s definitely not something you should ignore as it will only increase the amount of work necessary later on. Avoid having hard-coded strings that are meant to be seen by your players and organize them in a manner that it’s easy and simple to add to your game.
In our particular case we use a simple numbered line id system, per-language and category(UI, Items, Hints, etc) that allows us to quickly export and import new content. Since the line ID remains the same between all languages, you don’t have to change any individual game logic to swap between them except for pointing your game to the appropriate language text. With some additional work you can even embed specific commands then you can than use with the Unity UI system to display images.
Decay of Logos is localized for:
On the art side of things, the team is spending some time making sure all areas have the same amount of detail across the board. Textures are being retweaked, more background planes are being placed, vegetation and other small details are being added… Some of these improvements are more than mere aesthetic changes, for they impact gameplay and the player’s experience.
Another week of QA goodness and bug slaying, a real massacre of all of those pesky issues that we would absolutely hate to let you all deal with. In all due honesty, these things do take a great deal of time and effort, and we’re happy that we have the time and resources to undergo a thorough testing and polishing phase!
As usual, we’re sharing some images of the progress made in the embellishment process that has been keeping our artists busy with hand placed details and final touches. We bring you one of the Ancestral sites that we’re sure everyone will love to explore, the Vallis Sanctum:
Catchy name, huh?
It’s also one of our largest dungeons!
That’s it for this week’s blog post, thank you for reading!
Have a great weekend!
With the ongoing external QA, which is going pretty well since you’re asking, we’ve been tackling the the issues all around the clock.
The art team, however, has channeled their artsy magicae to polish the skybox, which is what we’re bringing out today for your viewing pleasure, so please enjoy the following screenshots:
Politely asking the Brute to stand aside to take this sky picture!
Communing with nature while taking another sky picture!
We hope that you’ve enjoyed the content we had to share today, rest assured that we’ll have more goodies to share further down the road, so stay tuned.
Have a great weekend!