Tag Archives: Concept

DevBlog 94 / What? Ada is evolving!

Hello, travelers!

Today we’re excited to bring you exciting news, pardon the redundancy, regarding our protagonist, which has received a full overhaul! Feast your eyes upon her new look!

Hello, gorgeous!

The reason why we’ve reworked her visuals is because her original version was inspired on an old concept of a different artist, and the game’s visuals have been taking a slightly different path than what was originally planned.

What should we be wearing today?

We’ve decided to do it at this stage since we have much more experience in creating something that melds with the current art direction and visual style, and we’re already done with the High Poly version, so she will be in the game soon enough!

Some of the initial areas of the game are being further developed according to this logic, as we enter the final stages of production.

Regarding the last area, we’ve been fleshing out both the Palace and the encompassed region, and the following screenshot might be related to this!

Hold it!

One of the cutscenes is being actively worked on and will make its debut on the show build, some new animations were… animated specifically for this, and some additional logic as well. This build is nearly 100% complete, we’ve been squashing some bugs and will perform further QA in order to make sure it’s buttery smooth!

That will be all for today, we look forward to next Friday!


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!


DevBlog 88 / Village, Potions and Polishing

And it’s our favorite time of the week again, yes!


That’s one big wishing well!

Ain’t it a beauty? The village is now complete AND populated, so all that remains for it is a final polish round, together with all the other areas, when we’re done with all the locations of the game world.

The Royal Guard has also been completed, with all its animations and behaviors, and he’s been particularly busy destroying our testers and developers without breaking a sweat!

Two familiar faces, one shirtless torso.

Oh, there’s the village again, awesome! Anyway, we’ve also added the final set of potions, with additional logic for the buff/debuff system, which will provide more depth and dynamic to combat, choose what potions to carry wisely and you’ll have a better time!

Another QA testing session took place, where we reviewed older issues and took note of a few new ones that came up, we’re doing these more frequently as we further development and the results are speaking for themselves.

The final chapter is on its way!

Glorious! Work has just begun on the final areas of the game, which lead to the Kingdom Castle… we’ve come a long way!

For the next week, we’re hoping to bring you some magical goodness and further details on this new system that has been recently introduced, we’re all very excited about it and you should be too!

Have a great weekend and thank you for reading!


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!


DevBlog 84 / A Hole new area to explore!

Hello noble readers!

A Hole new area to explore!

This week we’ve made great progress in populating the Bottom Rift Windmills area, which is nearly fully implemented in regards to both props and logic, as we’ve also prepared it for our area streaming system!

Water we doing here?!

Ambushes and enemy placement throughout this area have been carefully considered as so to provide a different feel and encouraging players to be on their toes at all times.

Canyon ambushes!

The village, our main hub, has passed to an artist blocking phase since we’ve only had the initial designer’s blocking for quite some time already. We’ve drawn inspiration from Dark Souls 1’s Firelink Shrine, Dark Souls 2’s Majula, “Quinta da Regaleira” in Portugal, Sintra, and Everfall from Dragon’s Dogma! We’ll have more to show in a future DevBlog post, and we know you will all love it. * wink *

The Royal Guard continues to learn new moves, preparing himself to become one of the most dangerous and challenging elements of the game’s combat, one many would try to avoid rather than engage.

That is all for this week, we hope you’ve enjoyed this week’s updates, and thank you for tuning in!


DevBlog 76 / Dungeons &…Hold the Door!

Hi everyone!

This week we’ve added a new, simple mechanic to add more diversity to the main puzzle of the zone we are currently working on. Inspired by the Indiana Jones Movies, specifically where stone doors close slowly, you’ll have to sprint and slide in order to successfully reach the other side.
We are focused on maintaining a smooth learning curve as far as puzzles are concerned, so we’ve increased the complexity of previous puzzles in the game in order to prepare players for the challenge this latest one provides!

*Indiana Jones Music intensifies*

Using our modular dungeon system, we’ve also done some extensive dungeon building tests, however, it still remains to be decided whether we will add randomly generated dungeons or at least different layouts for them in NG+ and beyond!

Custom dungeon example.

We decided to add a new threat to the player – elite soldiers, members of the royal guard, that will surely be a tough challenge to those who dare face them. Here is the concept:

Royal Guard Concept.


DevBlog 74 / I could barrel-y dodge that!

Hi everyone!

Today we will show you one of the new enemies we added and teased recently, the Mimic Barrel. Even sneakier than the Chomper, it will pounce when you are carelessly looking for some random items inside barrels and crates. It delivers fast attacks and is very agile, which will certainly make killing it your top priority.

The Chomper is also complete, with all the attacks it requires, such as throwing things at the player depending on the zone it spawns in, like mud, sand, etc.

We also tuned the camera a little bit, which now adds a small offset when the player is locked to a target, so he/she can always see the focused enemy.

Oh my God!

The work on the new area is progressing smoothly, we are using the following concept as the main guide for the mood we intend for this location:
Meanwhile, the high-poly model for the new boss is pretty much finished, so the game-ready version will surely be developed during next week!

Mood concept for the canyon.


DevBlog 70 / Hi! Anyone seen my toothpick?

Hello, everyone!

This week, we’ve got some character art and a few new animations to show you guys. It’s vacation time for the members of the team, but we made sure to schedule everything so that there’s always at least one of us working on the game. This way, the development is never really halted.

As part of our current objective of adding more enemy variety and flexibility to the project, we designed a new creature that will pester the player in any area of the game. Just like the monster that hides in a barrel, which we showed last time, this new enemy is not “chapter specific”, and that allows us to use it freely while building the world.

Hi! Anyone seen my toothpick?

Basically, this little fellow hides beneath the ground with only its leaves sticking out to blend with the surrounding vegetation. Once the player gets close, it will pounce!

Why hello there! ( Jump Across animation )

Take that! ( Sweep Kick animation )

Oops sorry! I was just kid-ding! ( Being Hit by Player animation )

On the animation department, the masked youths are rocking a couple of new moves. While fighting, they react to the player’s actions by chaining attacks or dodges. For example, if their low kick does not connect, a quick dagger slash will follow. As you might have guessed, facing this opponent will prove to be a very different challenge from the ones in previous chapters.

Have a nice weekend!


DevBlog 66 / Jetpacks, picnics gone wrong and tribals!

Hi there!

This week we continued working on the current chapter’s end boss, nearly all of its move-sets are complete, while the AI polish and behavior are currently in the works. This boss has a lot of extra moving parts and we experienced some problems managing several of its animations simultaneously, but we’ve solved this in the end.

A fully functional jetpack!

We also finished populating the environment of this chapter while also adding the logic to support it, now it’s time for testing and to finish balancing! Here are some combat encounter screenshots:

Two’s a company…

…three’s a crowd!

Unity 2017 released an awesome new tool for cinematics, so we’ll have to port our existing ones and create the future ones with it for a more cinematic and professional feeling.

Regarding the next chapter, players will mostly be facing a new threat, the masked youths that dwell in the depths of the Rift! Their visual concept was inspired by a Portuguese tradition, the “caretos”, as well as Princess Mononoke’s battle costume. Their motives for attacking the girl on sight will have to remain a mystery, for now…

Orphan kid.


DevBlog 59 / Battle zone encounters

Hi everyone!

One of the dynamics of the area we are currently developing is the constant surprise of combat. While walking among the corpses of soldiers who have fallen on this battlefield, the player will never know which might turn out to be a threat. This mechanic has a threshold, so hopefully the player will never feel overwhelmed by the amount of enemies at any given time.

Careful where you step.

This week we have captured some gameplay footage to pinpoint some collision problems, add additional particles and polish some combat behaviors. We tested this approach so that the gameplay wouldn’t be filtered by the usual editing workflow, allowing us to really observe how things are coming together. We also added new stylized particles, but this is an ongoing process and it’s still not ready to be shown.

Art-wise, the creation of the new boss character we’ve mentioned before is progressing nicely. The concept phase is basically over and production has already started. We want the design to remain a surprise for now, but we decided to show a small teaser – the concept of the boss’ weapon. The team is committed to making this battle a pretty epic moment, so the weapon just had to be somewhat over the top!

Boss’ weapon concept.

We’re also doing some water tests like we said some time ago. There’ll be no ocean in this game, but small lakes or big puddles. Paulo (working on Amplify Shader Editor) has been lending the DoL team a hand by doing some ripple effect experiments. These will be used in some specific zones throughout the game.

Ripple test.