DevBlog 125 / Visit our booth at EGX Berlin!

Hello friends!

We’d like to start by letting you all know that we’re humbled by all the creators and voters that took part in the Design-a-Shield Competition, you have our heartfelt thanks! Although we’ve already announced the winners on our social networks, we couldn’t help but also share their names and entries in the DevBlog, so here are the 2 winners to have their creations added to Decay of Logos:

Congratulations to the winners!

Our first winner is Rita Duartes’ design, on the left side. It was selected for having the most votes from our competition album, with its mosaic inspired design. Congratulations to Rita; we are looking forward to bringing your design to life for Decay of Logos.

The second winner has been chosen by the team here at Amplify Creations after a very difficult day narrowing down our favorite design from so many creative concepts. After a team vote we’re delighted to announce that Viriatus, created by Marco Vale, and being on the right side, will be featured in Decay of Logos! We feel the visual theme and materials resonate perfectly with Ada’s environment. We love the balance of the pragmatic simplicity with the intricacies of the cast iron emblem and leatherwork.

Congratulations to both Rita and Marco! And thank you again for your support during this competition.

On another note, are you by any chance going to EGX Berlin?

Come check us out at EGX Berlin!

Decay of Logos has a booth there at the Thunderful stand, 28-30 September 2018, hall 7, and we hope that you’ll have a chance to play its latest build!

That’s all for this week, we’ll be sharing some more development news next friday, so stay tuned!

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DevBlog 124 / Cast your votes!



Hello dear readers!

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!

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DevBlog 123 / Hunting for mud crabs

Hi everyone!

Once again, the team is working hard to finish and add all the small details so the game looks and feels good. Developing armor sets and polishing animations is currently our daily routine! Animating with our proprietary tools makes the process much simpler and the results much nicer.

With and without improvements

Also, the reworked VFXs are looking great! We’ll be showing them in all their glory in a later post, but here’s a sneak peek.

Look at the cog detail and the new ripples VFX

The shield design competition is almost over, this is the last day! Very good submissions so far, we will announce an album with all the submissions and descriptions provided.

On the audio department, now it’s all about the finishing touches – the cutscenes are in the oven and they’re starting to sound great!

As we’ve mentioned in a previous post, the team has been producing new pieces of armor. The one shown below is made from the mud of the Sacred Grounds of Palus, a large swampy area the players will have to cross in the game.

Mud armor set

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DevBlog 122 / Not the bees!

Hi everyone!

Today the post is a simple update about some of the progress we’ve made regarding a few enemies, armor sets and overall detailing.

A lot of polishing is being done on the animation side, our animator is doing a bunch of small tweaks and additions so the game feels and looks a lot more fluid.

We have a new temporary addition to the team – the wiz Paulo Pinho is helping us on the VFX side, and the results speak for themselves, but we’ll have to share that in the next post!

Our sound designer has also joined us in the office for some, so the sound/music additions will be faster and better implemented.

On a different note, a new enemy is born – this giant Stinger will haunt you wherever you go! Remember, it can fly… It features a binaural sound when it gets close, for an extra level of creepiness.

Sometimes they attack in swarms!

One of the aspects we wanted to improve on for a long time was the armor set variety. In order to give more options of apparel to the player we are introducing 3 new sets, each tied to a certain location of the game and respective lore. One of these is already in-game, as you can see below. Of course, equipping all the pieces of any set will grant the player bonuses, so keep an eye out and find them all!

The Tradesman armor-set.

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DevBlog 121 / Let the contest begin!

Hello everyone!

Before we get to our Gamescom experience, we have a quick announcement to share.

The world of Decay of Logos is a dangerous one with unfamiliar and hostile creatures lurking in the lands. If you’re looking for a bit more protection on your travels, you’ll want to bring your shield. With the Decay of Logos Design A Shield Competition you really can bring YOUR shield! We invited the community to submit their design for a chance to be featured in the game.

Two brand new designs will be added to the game inspired by your concept art. The first winner will be chosen by Amplify Creations as their favorite design. A second winner will be chosen by the community! We should point out that we are not looking for actual game assets, all entries must be submitted in image form.

All designs submitted before 14th September 2018 will be uploaded into an armory-like album on the Decay of Logos Facebook page where everyone can view the designs and vote for the shield they’d like to hide behind when dueling formidable foes like The Lumberjack giants!

When can I enter?
Starting from….. now!

How do I enter?
It’s as simple as slaying a chomper! Just submit your shield design as an image to the Decay of Logos Facebook page with #DesignAShieldCompetition, use twitter @DecayofLogos or @RisingStarGames with the #DecayofLogos and #DesignAShieldCompetition hashtag. Alternatively, you can also send your entry directly to [email protected] – we’ll add it to the official album for you.



Great! How long do I have?

You have until 14th September 2018 to make sure your shield is uploaded. The voting amoury will open shortly after this closing date.

And when do I find out if I’ve won?
Winners will be announced on the 25th September 2018 via the Decay of Logos Facebook page and Twitter.

Is there anything else I need to do?
Perhaps an epic name and some flavor text for your shield would be nice to let us know from what depths your shield has been forged! Winners will be asked for their name (to be credited), suggestions for lore and their inspiration behind the design after the competition. If you would also like your signature engraved on the back of the shield, we would be happy to add it!

I live in a far away land, can I still enter?
Of course you can! The competition is open globally to all artists and creators over 13 years old.

Can I make my shield on fire and have unicorn horns attached?
Sure, go nuts! Just keep in mind the shield must fit within a fantasy universe and weldable in one hand by our adventurer. We have existing shield shapes in the game that would make good foundations for your design. These are: heater, round, wankel, kite and buckler.

Can I make a 3D model or build it in real life?
If you are more adept at bringing your creations to life in 3D, by all means get sculpting! However all submissions must be uploaded and presented as flat images.

I still have questions!
Post your questions here, at the Rising Star Games or the Decay of Logos Facebook page and they will be swiftly be answered. Furthermore, please check the competition’s Terms and Conditions.

All of us at Amplify Creations and Rising Star Games are very excited to see what designs you come up with.

Now, regarding our gamescom experience, we had an excellent time at the Koch Media booth with Rising Star Games and Thunderful!

gamescom 2018!

It was truly exciting, we had non-stop interviews and press hands-on with the PC, Switch and PS4 versions of Decay of Logos!
Unfortunately, we weren’t able to take the XBox One Kit, but it’s on par with the PS4 version.

gamescom 2018!

We definitely had a blast, it was a bit overwhelming to be surrounded by giants and we wish we had a chance to try each and every one of them!

We’ll see you guys next week, good luck to all who participate in our contest and thank you for reading!

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DevBlog 120 / They are Legion!

Hello!

We have made quite some progress this week, both in terms of polish and the addition of new content!

The enemy list has grown with the addition of a new flying creature, that is still being worked on but we’ll definitely share some screenshots in an upcoming blog post, together with new variations for the last remnants of the Ancestor legion, that will be some of the toughest foes that you will encounter throughout the land. Here’s one of them for your viewing pleasure:

You’ve come to the wrong neighborhood!

We’ve also started to work on the visual effects, as most of the ones we’ve been using are simply placeholders, and we have several new ones planned! Animations for both the main character and some enemies are being tweaked and polished, and we’re sharing an example with you:

Old Ancient Soldier animation!

New Ancient Soldier animation!

Finally, there was a major effort in cleaning up the code, while also adding a debug menu with controller support for the consoles, in order to help with development and QA for them.

Regarding the gamescom event, our team member that was present to showcase the game had a blast but, unfortunately, he still hasn’t arrived due to a flight delay, so we’ll have to share all the juicy details of the event next week!

Thank you for reading, have a nice weekend!

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DevBlog 119 / Meet us at gamescom!

Hello!

We’re happy to announce that we’re bringing Decay of Logos to gamescom 2018, together with our publisher Rising Star Games! The event will be hosted in Cologne, Germany, more specifically at the Koelnmesse exhibition center, from the 22nd to the 25th of August.

Meet us there!

We would love to meet you and have you check out our game, we’ve added a whole lot of polish and content to the Decay of Logos show build that was showcased in Unite Berlin so, even if you already had a chance to play the game before, we’re confident that you’ll be surprised with how much things have changed!

You can find us at the Rising Star Games room 10-11, Koch/Deep Silver, Halle 4.2, Stand D021-B020, Messeplatz 1.

The Blacksmith’s workshop.

Regarding this week’s progress, the focus was mostly on the console ports, together with some further polishing and QA for the aforementioned build. A lot of progress was made in the Nintendo Switch and PS4 versions, and the XBOX One version will definitely be focused later on.

The mysterious bard.

We’re also sharing some screenshots from the latest build, enjoy!

Water you doing there?

Thank you for reading, we hope that you can visit our booth and have the opportunity to check out our game, have a great weekend!

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DevBlog 118 / A new hope?

Hello everyone!

We’ve just finished adding new props to the village, in order to breathe more life into it, as you can see in the image below:

The Song of Drying!

These include clothes drying poles, swings, pottery and more, some of which will appear as you progress through the game. The hamlet will reflect the protagonist’s actions, be it the outcome of a great battle or some other event that took place in a different area, and every time you return you’ll notice that certain changes took place. Could these be signs that life might eventually go back to normal, and that peace will take the place of war?

Cabbage fight!

The pottery is also one of the new destructible items, adding more variety to certain areas of the game, here’s an image on what can happen if they’re not handled properly:

Who knows what may lie inside?

All of the dungeons, or Arx, have been finished and might still undergo a few tweaks in order to make them even more interesting, such as improved enemy placement or even ambushes. Also, some of the new combat animations and movements were polished, and we’ll keep play testing and tweaking them throughout the next week.

On the more technical side, as the time for furthering the development of the console ports draws near, we’ve redone the input system, in order to allow for more flexibility when integrating with other platforms.

That is all for this week, see you next Friday!

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DevBlog 117 / Hammer to the Forge, Mace to the Face!

Hi everyone!

We’re excited to share with you that we’ve finished the combat animation overhaul, they’re all in-game and being tested as we “speak”!

This brought dramatic changes to the combat’s feel and pace, bringing it much closer to our vision. Here’s a taste to brighten up your weekend:

Mace to the Face!

There’s also another noticeable change which should be quite apparent in the above image if you’ve been following our devblogs for a while, and that is the visual polish we’ve been doing. We’ve tweaked the post-processing and illumination of our initial areas, and also took the opportunity to tweak environment sounds, improve loading times between different zones, tweak the enemy placement, add some ambushes and even some additional surprises throughout the game!

Some new assets were added as well, including new item icons and the town blacksmith’s tools:

Hammer to the Forge!

That’s all for this week, thank you for reading!

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DevBlog 116 / Vines and Warfare

Hello!

Curious title right? Hope you’re having a great friday, we’re back with some freshly baked goodies just for you!

We’ve been working on vines lately, and we’re not talking about those short and funny clips, but the pesky plants that will get in your way until you can find the means to get rid of them for good. Since we’re so considerate, we did add a few ways of doing so, yay for us!

Vine burning down, still work in progress!

Fire is the key here, you can use a weapon buffed with fire, a spell or even your torch if you get it lit. These will be temporarily blocking certain doors or treasure, and if you’re not able to deal with them at that time, you can always return later to explore. Also, do note that the effect shown above is still a work in progress!

Hope it doesn’t have anything inside that melts!

In order to provide more immersion and some visual storytelling, we’ve built ( and then destroyed, mwhahaha! ) some trading carts, used by merchants and plebs who obviously wanted to take their belongings from one place to another.

Such a lousy parking spot!

There was also an overhaul of the Vallis Sanctum puzzle, which is the largest and most complex obstacle you’ll face in the game.
We’ve actually decided to have 2 floors instead of 4, in order to make it more accessible and feel less of a chore in future playthroughs, for those who enjoy the additional challenge of the New Game plus mode.

Lastly, here’s another work in progress animation for the new movesets, which are nearly done and are adding such a better feeling to the combat overall!

Sword uppercut!

See you next weekend, hope you’ve enjoyed our progress!

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