Tag Archives: 3D

DevBlog 146 / The adventurer’s diet

Hello fellow adventurers!

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!

Thank you for reading!

Facebooktwitterredditpinterestlinkedinmail

DevBlog 140 / Lighting Overhaul

Hello!

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.

Improved lighting.

Some improved VFX together with improved lighting.

Enhanced mood.

Thank you for reading, enjoy the weekend!

Facebooktwitterredditpinterestlinkedinmail

DevBlog 139 / Wadi Sightseeing

Hello there!

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!

Facebooktwitterredditpinterestlinkedinmail

DevBlog 138 / Happy New Year!

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:

Swamp trees.

Forest trees.

Thank you as always for taking the time to read our DevBlog, have an awesome weekend!

Facebooktwitterredditpinterestlinkedinmail

DevBlog 136 / A beacon of light

Hello!

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!

Facebooktwitterredditpinterestlinkedinmail

DevBlog 126 / New loot!

Greetings everyone!

We hope you are all getting ready for an awesome weekend. Short post today(national holiday) but we got some really cool stuff planned for next week as we’re getting ready to replace quite a few of our old placeholder VFX assets. It’s really going to breathe new life into the game!

The team is happy to announce that the winning shields have been added to the game. We’ll be posting additional gifs and a cool making off video soon, stay tuned!

Aegis of Vitrum on the left, Viriathus’ Bulwark on the Right.

The contest winners, Rita and Marco.

As a special addition, Shields now have special abilities which we’ll be demonstrating soon.

Have a great weekend!

Facebooktwitterredditpinterestlinkedinmail

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!

Facebooktwitterredditpinterestlinkedinmail

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.

Facebooktwitterredditpinterestlinkedinmail

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!

Facebooktwitterredditpinterestlinkedinmail

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!

Facebooktwitterredditpinterestlinkedinmail