Tag Archives: Interactions

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 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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DevBlog 60 / Into the woods

Hi there!

This week we continued working on polishing the combat system, this time on the feeling of the combo attacks. We tweaked once again the window between the consecutive attacks that could form a small combo. We also added a slope detection so the player cannot climb to places that he/she is not meant to. In this case, the character will decelerate when the player tries to climb something with a slope greater that 45 degrees.

One thing that was asked of us at PAX East was an option to auto hide the HUD, so the player could have a more immersive experience. This was easily added, although, every time the player gets hit, changes weapon/potion, has low stamina or the current weapon durability is changed it appears again for a few seconds.

Beyond that, it has been quite a grind to populate and wrap up the environments. Getting the mood of each location just right is a big challenge. Here are some shots of the game that showcase what we are going for in a couple of areas, but keep in mind all of this is still very much work in progress.

Cabin in the woods.

Very WIP water temple.

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DevBlog 57 / Reaching new heights

Hi everyone!

The artists have been fully focusing on character design and production these past few days. The Ancestor warrior we’ve shown before is pretty much done and will be game-ready as soon as the finishing touches on the textures are complete. Meanwhile, the final boss of this chapter is currently in the concepting phase, and we are confident this character will turn out to be a very fun and challenging obstacle for the player, due to the unusual weaponry that will be used during the fight.

A simple (yet important) prop has also been added to the game – elevators of Ancestor origin. These will be linked to a puzzle that links some areas of this chapter, and will allow the player to access otherwise unreachable places.

Testing the ancestor lift.

Gameplay-wise, the combat polishing is almost on point. We are really committed to making the “undead soldier” enemy feel like a threatening and convincing foe. He’s got some cool moves like the one shown below. The logic behind the “surprise spawn system” is ready to go, so it’s only a matter of time before we show you guys a humongous battlefield filled with bodies and a couple of unexpected encounters.

If you are too close, beware the smashing shields!

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DevBlog 49 / Here comes a new challenger!

Hi everyone!

This week a lot of small tweaks, balancing and gameplay polishing was done: the stamina behavior was improved (now it takes a while before the stamina is regained after it was completely drained), the parry detection is more efficient, as well as the hit detection on enemies. Changing targets when locked is now more intuitive and the player can choose easily what target they want to attack.

Since it was clear that being immediately expelled from the Elk’s back while near enemies was frustrating for the players, a small change was made in the Elk’s stress behavior so that now the stress simply increases much faster instead, making the experience of riding more manageable.

Direct swap items on the Elk’s inventory is now possible, so there’s no need for the poor design decision of dropping the item and then picking it up again.

In the art department, the work on the new enemy is advancing smoothly. Here is HighPoly model:

Cursed soldier Highpoly.

We are also coming up with a new foe for the Girl to fight with, a big armored Ancestor that will require careful planning in order to be brought down.

Ancestor Soldier.

Meanwhile, we also continue to replace old animations with fresh ones, such as this:

Pushing unlocked doors.

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DevBlog 48 / A new chapter

Hi there!

Since PAX East, our art team has been working on the new chapter. Hopefully, just by looking at the first enemy concept you can tell it’s going to be very different from the previous one. A more medieval approach, with epic battles and battlefields. We already have this area blocked out for quite some time, but both the look and feel of the enemies are still in the works. Also, some level design refinement will be done. As previously mentioned, the story and mood will get darker as the adventure progresses, and the upcoming environments will reflect that change.

Cursed soldier – Under-armor concept.

We are working hard polishing some aspects pointed out by some players during PAX (thank you for playing and giving us honest feedback!). A lot has been done in combat fine-tuning and camera behavior. Parries now work much better and are fun to use, and defending with shields now works properly, taking into consideration the direction of the attack (this applies to the player and the enemies alike). We also added some more visual feedback when an attack lands on bigger enemies (for example, if you hit their legs, they react to it subtly by twitching).

Like we’ve mentioned in previous updates, every time the player gets killed in the game, the Girl will awaken from a “nightmare” in the last checkpoint. That specific animation has already been implemented, as you can see below.

Waking up from a nightmare.

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