Tag Archives: Animation

DevBlog 113 / Polishing like there’s no tomorrow

Hi there!

This week we’re bringing you some polish-in-progress screenshots and details, so lets get right into the news!

New environments!

Our workflow has improved ever since we’ve started working on the game, and new materials and assets were added and improved throughout development, so we’ve decided to do a major overhaul of the initial areas of the game, as we’ve shared in a previous post.

More new environments!

Alot of work has been put into this but it payed off tremendously, we’re extremely happy with the result, especially considering how consistent the world feels and plays with this improvement!

Taking into account all feedback we’ve received and our own play test sessions, we also continued working on adding new combat animations and tweaking the ones already being used, in order to provide the best feeling and feedback we can to combat, which is one of the pillars of the game.

Take it, it’s yours!

For the next week, we’re going to add a new cutscene into the game that will introduce players to the basic logic on interaction between the Elk and Ada, here’s a sneak peek!

Have a great weekend everyone!

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DevBlog 104 / More weapons, more fun!

Hello everyone, hope you’ve all had a pleasant week!

We’ve always intended to develop some new weapons to add even more variety to combat as soon as the major areas of our game were completed, and the team has decided that time has come! Our in-house carpenter has just been shifted to the smithy, where he’s currently tackling the following blueprints:

One of these weapons lets you be one step ahead of your enemies, guess which!

There has also been some further planning and discussion regarding our older animations, while also taking into account all the feedback we’ve received so far from testers, QA and players at PAX, which has lead us to start working on tweaking and improving some of them. Below you can see our old dodge animation first, and then the new one, which is still a work-in-progress, which provides better visual feedback to the action, and provides a better feel to combat:

Guilty feet have got no rhythm!

The new dodge animation, wip!

Last but not least, we kept the QA and bug squashing going, and every week that passes the game feels better and plays better, which is extremely gratifying and motivating!

That’s all for this week, have a pleasant weekend and stay tuned for more!

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DevBlog 96 / Ada Reborn

Dear readers,

Another week full of polishing touches and bug fixing has passed.

The development of the final area is going well, and it provides some breathtaking visuals together with a good opportunity for introspection as you make your way through its scenery.

Fabulous!

Regarding the new version of the main character, she is now in-game, as you can see in the following gifs.

Old Ada served us well throughout development, she will never be forgotten!

The way to the Elk’s heart is through its stomach, obviously.

We’re still retouching some animations because her anatomy is a bit different, and our new smith is refitting the armors as well for this same reason, of course.

Fly like an eagle, sting like a bee!

It’s hard to express in words how we are all pleased with this new version of the main character, we feel it was the right call and everyone worked extra hard to put her into the game prior to the game’s release.

We hope you’ve enjoyed this post and the sneak peek we’ve provided into the reborn Ada, see you all next week!

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DevBlog 95 / Debugging, Polish and Beautify

Hey there!

The team is still hard at work preparing the show build areas by fine-tuning animations, enhancing the mood through color grading, as well as placing new assets in the scene. All this will serve as a guide for the remaining parts of the game, particularly regarding the level of polish.

New particles on the way! Echo shells sound like waves in the distance.

Debugging some stuff on the editor, always fun!

Another cutscene is finished and now it is time to begin focusing on bug fixing before integrating the final zone of the game, adding mechanics prefabs, manage the streaming logic and such. After this last step, the whole team will be on the “polish phase”. Almost there!

In other news, Ada’s high poly model is pretty much finished, as you can see below. We are still testing which should be the main color of her clothes, as you can tell from the polls we’ve posted. We’ll share the final version once we’ve settled the matter!

Ada High Poly is done!

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DevBlog 93 / Jumping Ada, Hidden Blacksmith

Hey there!

We weren’t expecting our plaster DevBlog post to become so popular, so we considered talking about bricks today..! Jokes aside, we’ve had alot on our platter for this week, so let’s get right into it!

Woah, we’re half way there!

We’re working hard… I mean, we’re always working hard, but lately we’ve been putting some extra muscle into a show build for the upcoming Expo’s! More information will be shared when the time comes, please bear with us.

A new NPC has also been added to the world, her name is Nuri and she’s a large blacksmith that will be tucked away inside of her shop, providing additional conversations and a new mechanic to the game.

Where’s this Blacksmith I read about on the blog?

She will offer to repair your items, if they are worth her time, that is! Don’t bother trying to get her to fix your flimsy, rusty swords and battered straps of wood, pieced together as makeshift armor!

You can jump but you can’t hide!

And here’s the latest, new and glorious animation, the new jumping while sprinting that will be invaluable for bypassing gaps and traps.

On a final note, we’ve also been doing a pass on all the cutscenes for the game, revamping the old and starting to work on the new!

That’s all folks!

Have a great weekend!

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DevBlog 91 / Elk used Charge. It’s super effective!

Hello world!

We’ve just finished the last character for the game but, unfortunately, it’s not going to be revealed in this post… not sure if we want to keep it a secret yet… we’ll share this instead!

What if I told you…

Here’s a sneak peek into some artsy, performant trickery that we use to simulate world elements in the distance, it’s not pretty seen up close but it does its job pretty well if you’re far, which you will be!

There’ll always be room for some more polishing in regards to every aspect of the game, up until release, and characters won’t be an exception, of course. Still, it’s an important milestone and we’re glad to share it with you!

She was not the only one to knock, after all!

Some additional logic has been added to the Elk, meaning that our faithful companion has a couple of additional mechanics under its metaphorical belt ( saddle? ), as you can see in the image above.

The dialogue system has also been further tweaked, and the order by which you meet and talk to NPCs will now affect what they’ll say, adding some additional depth to the narrative and exploration even though you have no conversation choices, which is intended.

And that’ll be all for this week, everything is shaping up nicely as you can see by our most recent posts, soon we’ll have the last area finished and more effort will be put into the polishing of the game as a whole, perhaps even adding a couple of new surprises and extra content, yay!

Happy weekend!

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DevBlog 90 / She’s the one who knocks!

Hi everyone!

This week we’ll have a “slightly shorter than usual as far as words are concerned but always great in content” DevBlog post, and while you can expect a few more like these down the road let us assure you that we’re always at full momentum behind the scenes!

During most of the week we’ve focused on the final area of the game, as well as its characters, which are still work-in-progress but will make their appearance in the near future.

There was also a major review and overhaul of the dialogues and lore text for the whole game, which has been a bit time-consuming as the whole team has taken some time to express their thoughts and pitch some suggestions, we’re nearly done with it though, phew!

Oh, and the game manual is being reworked as well, as it was ancient, dusty and full of spider webs.

Also, here’s a special treat, just for you, a screenshot and a quote from one of our characters, take it, it’s yours!

*epic battle music playing*

“But you listen to me, and listen closely… when blue blood drips from your fingers… don’t let it taint your spirit. There is just something rotten about the Royalty…” – Some Misterious Character

And on the subject of Magicae, which we approached in the last DevBlog, we’ve put some thought on how it may be used outside of combat and have taken the first steps in that direction, as you can see in the following gif!

Nothing can stop us now!

That’ll be all for today, wasn’t as short as we initially expected it to be but we just love writing! Feel free to get in touch with us with suggestions on what you’d like to see in future posts, we read all emails, messages and comments we receive on our social networks and it fills our hearts with joy to get your feedback!

Have a great weekend!

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DevBlog 89 / What sorcery is this?

Hello dear readers!

As promised last week, we’re bringing you some magical goodness for this devblog… so without further ado, let’s all put on our robes, wizard hats and get our hocus pocus on!

*Ahem* Oh! And please take note that both the names and effects are work-in-progress!

Magic in the world of Decay of Logos is called Magicae, an ancient art that has been nearly lost to time, and that may only be tapped into by prodigious individuals with a strong life essence.

Light spell and Fire potion in action.

While we’ve decided that it would be optional for players to learn and use Magicae, those who choose to practice it must be aware that it comes at a cost, as it will slowly drain one’s vitality.

If the main character gets involved with the world and its characters, the opportunity to learn the following spells will come up at specific times during the adventure:

– The Light spell will be useful for navigating dark areas without the need of handling a torch, and might even blind some enemies.

– Shockwave will damage and push certain enemies away, possibly causing some of them to topple!

– Finally, the Fireball will do what fireballs do best, burn and bring pain to your foes!

As you can tell by the disclosed information, different enemies may react differently to spells, and some may be more resistant than others to certain damage types or effects, which brings us…

To the potions! We’ve talked briefly before about how we’ve added new potions for buffing the main character, and now we’re finally ready to share some additional details. We’ve added the following potions buffs that will add additional depth to combat and inventory management:

– Apply/Anti Fire
– Apply/Anti Poison
– Apply/Anti Paralize

The anti/drinkable potions remove the respective status effect from the main character, while the appliable ones are used to enchant the currently wielded weapon for a short duration, causing each attack to stack the effect on enemies!

Shockwave spell and Paralyze potion in action.

Similar to the spells, some enemies may be resistant or even immune to certain effects, while others vulnerable. Feel free to experiment on them, for magical science!

That will be all for this week, hope you’ve enjoyed the reveal of this new mechanic and that you partake in the mystical arts of Magicae when you get your hands on the game!

Have a great weekend!

Ah, yes, you can take off your robe and wizard hat now… bye!

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Season’s Greetings!


Here’s our cat-proof Christmas tree!

HAPPY HOLIDAYS! The team wishes you a Merry Christmas and a Happy New Year! We’re taking some time off to be with our other loved ones, and would like to thank all of you who follow our DevBlog posts and keep up with our game’s development.

Get ready for a new year full of new surprises and adventures, we’ll see you soon!

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DevBlog 86 / Full Steam ahead!

Why hello there!

If you’ve ever heard of Steam, or if you’re currently using it, you’ll probably be ecstatic to know that we’ve included the Steam API into our project!

This allows us to have some sweet features such as Achievements, Cloud Saving and Stat tracking. It also means that our game might or might not be on Steam… take a guess.

Since you’ve probably guessed it right, we can also share that our Steam page will be online in the near future, so stay tuned!

Navigation mesh fix.

What is this? It’s our navigation mesh for the Canyon Puzzle, which had some issues that are now solved through navmesh control, allowing it to be updated as required by this event.

New area accessible by boat!

What is that? The boat we’ve showcased before is nearly fully implemented, and it will allow our hero to go forth and explore a new area which contains a quest item, some additional challenges and loot, of course!

A sanctuary, its buildings currently work-in-progress.

And this is the Village Hub we’ve mentioned before, which is shaping up to become a sanctuary to all, being not only rich in visual storytelling, but also holding its share of secrets! Oh, the houses are still work-in-progress, as such they are enveloped in a black, velvet fabric.

This tool will definitely come in handy!

Our Master Puppeteer, or Animator as some would call him, has implemented his new physics tool that will allow him to breathe even more life into his Puppets! We asked him how he does it, he said “Animation Magic”.

That is all for this week, everyone is thrilled for having the game on Steam and for all the progress that has been made so far, we can’t wait for the upcoming devblogs and to share more Decay of Logos goodies, so thank you for reading!

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