Tag Archives: Interactions

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 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 85 / What’s hiding behind the masks?

Greetings curious ones!

Work on the Canyon Zone is coming to a closure as our craftsmen have been polishing it up while implementing its last mechanics, such as the boat that was revealed in a previous DevBlog, NPC placement for storytelling purposes, as well as a new puzzle that will give access to a very special place. It involves a few masks and… that’s all we’ll share, for now!

I’m masking you a question!

The village hub has been getting some love as well, even though we’re not ready to share a screenshot of its current state, rest assured that it will be an area which will always spark your interest, no matter how many times you revisit it.

We’ve also been working on the last key characters for the game, which we’re not going to spoil for you just yet, maybe sometime in the future as we’d like to keep some of them a mystery at least for the time being!

The Royal Guard, however, keeps insisting on making an appearance on every blog post.

Someone just took a wrong turn!

As usual, we’re happy to indulge, as he’s been getting a few new animations and some further polish as you can see by the screenshot.

That’s all folks, thank you for tuning in and have a pleasant weekend!

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DevBlog 83 / Pole-ishing things up a bit!

Hello fellow adventurers-to-be!

Hopefully you’ve all been having a blast stockpiling gifts for your dearest ones and yourselves too (come on, you deserve it!) during this week’s amazing sales! If not, that’s fine too!

But we digress… the DevBlog post #83 is here for your delightment!

We’ve been performing the final pass on building the Canyon Area, which includes the logic for the area’s content, gameplay and general flow.

Some NPC interaction events have been added as well to provide some additional story and lore, as well as some new assets such as…

Boats goin’ on here!?

The main puzzle we mentioned in the last DevBlog post, within the Roratory Temple, is now complete and fully functional, and all that is left now is to build up some dungeons and spice up the already existing ones!

The renowned dancer that was waving his weapon around last time we wrote you, or the Royal Guard if you prefer, is coming to life in terms of gameplay… basically he’s being taught how to make your lives miserable!

And he’s really committed to it!

The Canyon Kids have also picked up a couple of tricks, we felt that despite being really agile they were but lacking in the sneakiness department, so we fixed it!

Don’t worry, they’re in battery saving mode!

Hope you’ve enjoyed this week’s post, stay tuned for more and thank you for reading!

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DevBlog 82 / Boy does she look puzzled!

Hello friends!

We are almost finished with the largest puzzle that you’ll have to tackle in the game, it’s been a blast designing it and seeing it come to life as we all expected!

This puzzle will be present within the Rotatory Temple, and it draws inspiration from the Rubik’s Cube, which was part of our team’s childhood and maybe yours as well, so without further ado here’s a little something for you!

This gif puzzles me…

Our QA barbers have combed the lands thoroughly for even more nasties, trapping them all in neatly organized cages for the programmers to do some pest control… we take bug hunting seriously, honest!

Oh, the Elite Guard you saw in the last DevBlogs is already in the game, and he’s picking up some groovy moves, look!

Just Albert swinging its Halberd.

Lastly, the Canyon zone continued being spruced up, and it’s looking damn good! We’ve even added the interior for a Windmill that you may or may not find… what’s up there you ask? Well, you’ll have to find that out for yourself as well!

We promise it’s not flour!

That’s it for this week’s DevBlog, we hope you’ve enjoyed it and that you have an amazing weekend, see you next week and thank you for reading!

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DevBlog 75 / Canyoning

Hi there!

This week we added a lot of new sounds to the game, both character and background related. And with that a very important immersion component of the game was improved. This is of course an ongoing task, and with new zones and enemies, new sounds must be added.

We worked on the logic for the small lakes too. The drowning, walk in deep water and splash interactions were implemented, but without the proper polished particles we intend to show at a later stage.

As stated before we re-used armors from enemies as player items, so there’s now a scary version of the main character!
Shadows in general have undergone some small but crucial modifications; basically we now use the same technique used in CryEngine/UnrealEngine and other custom engines.

Left: Scary mask! Right: New point light shadows

Same as before, the new canyon-esque area is progressing nicely, and we are spending quite some time adjusting the mood and materials to achieve the proper feel for the place. The work on the new character models is also headed on the right path.

Some progress on the Canyon Mood.

Check out these moves!

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DevBlog 65 / Steam Valve

Hi everyone!

This week we’ve discussed some new ideas and concepts for the next chapter of the game. It will take place in the bottom of the canyon, bordering the windmills zone which you might be familiar with.
We already have some concepts of the new characters and a lot of references, so the ideas are getting close to a conclusion.
For the previous chapters, André had already made some blocking, level design and testing. This final zone is currently drafted on paper, so the next devblogs may be focused on its level design and the details we would like to add.

The boss of the previous chapter is nearly done and currently being worked on by our animator. Here’s a small WIP preview of his weapon in action:

Steam weapon shooting animation WIP.

This zone has a steam theme, which is noticeable due to the mechanisms that are clearly inspired by it. The player will be searching for valves to activate and new paths to unlock. Although the steam particles are an early work-in-progress, they have already been implemented to set the mood for this theme.

Interacting with the valve.

Examining the valve.

For the next week part of team will be working on the new characters and level design of the next chapter of the game. Stay tuned if you are into level building!

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DevBlog 63 / The water wheel is in motion!

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Hi everyone!

This week while the art team was working hard adding props and populating the battlefield zone, some logic/code was improved, like the responsiveness of the dodge after an attack animation and also the time after a big hit attack from an enemy. After these tweaks, the Girl won’t take so much time getting up to resume the fight, making it possible to avoid possible follow-up attacks. We are also adapting the prototype logic to the new props added, for example, the logic of this enormous gate is ready to go.

Surprise encounters and a puzzle awaits.

Animation wise, Iuri has joined us in the office (he usually works remotely) and is producing new animations and polishing some others. Afterwards he will tackle this chapter’s boss!

Remember the Water temple concept? Here is watermill in action (still WIP).

The low poly model for the new boss is pretty much complete, and we’ve started to work on the retopo of the weapons. Next, we’ll do all the texturing and fine-tuning. Regarding the environments, we have been busy putting together the largest ruin in the game (so far), a very tall tower. As soon as it is ready, we’ll be sure to show some screenshots.

Undead Soldier new attack example.

This chapter has a lot of small ruins and dungeons to explore, set loose your explorer’s instinct!

Explore everything!

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DevBlog 62 / Water gazing

Hi there!

This week we added more animations to NPCs to accommodate the later encounters with them. As the game flows, the mood of the NPC’s change so extra animations were needed. We also made some progress regarding the in-game water, it’s still not finished for a complete step by step devblog post, maybe next week!

A small lake for relax.

Some “dungeon modules” were added too, for a more dense and labyrinthic experience when player wanders through them. We believe that every small place to explore must have some reward, so keep looking!

A Dungeon entry, beware what lurks inside!

We also changed the impact particle that shows up when the Girl’s feet hit the ground (dirt) so it looks more stylized. We will continue with this approach for the rest of the VFXs, like fire and smoke.

Puff example.

Populating some new zones with props and creating the mood is also in the works. On the art department things are also progressing nicely, even though this new enemy is probably the most complex character we have developed so far, especially due to the arsenal used…

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