Tag Archives: Props

DevBlog 111 / The calm before the storm

Greetings!

While our teammates from the tech side of Amplify were busy showcasing our products at Unite Berlin, the rest of us kept working on the game… So we do have some goodies to show!
To start things off, here are some shots from the last area of the game. The Palace is still work in progress, but we feel like we can already offer some sneak peeks.

Imponent King Statue !

The calm before the storm…

The process of revamping the terrain meshes is pretty much complete. Below you can see a “before/after” comparison – we added more geometry to help with both the silhouette and the vertex painting.

Terrain mesh revamp!

Meanwhile, the last cutscene is finally in game, featuring perfect integration with gameplay. Also, the intro of the game is going very well – it’s a mix of a cutscene and gameplay.

Next week we will recap the Unite Berlin experience, have a great week everyone!

Facebooktwittergoogle_plusredditpinterestlinkedinmail

DevBlog 110 / Meet us at Unite Berlin!

Hello!

This year we’re going to be present in Unite Berlin with two booths, one for Decay of Logos and another one for our Amplify Creations gamedev tech, so you’ll have a chance of trying out the game AND also to know more about our products!

Visit us there!

If you have the opportunity, come and visit us to meet the developers and play our game, we will definitely love to meet some more of our community members and fans!

Regarding this week’s progress, we have started working on using our newest asset within our game – Amplify Impostor Editor, which has already been submitted and is going to hit the Asset Store VERY soon.

We’re going to be using it in great scale in objects like bushes, trees and other small props, in order to achieve a considerable performance boost without compromising the user experience – you won’t even know they’re there!

New Bushes and Impostors LODs!

In addition, this is also extremely powerful for further optimizing our console ports, so we’re very excited to test the results.

We’ve also continued polishing textures and animations, doing Q&A runs and fixing bugs, so every day that passes the game matures into our vision!

To those who are visiting us at Unite Berlin, looking forward to meeting you soon!

Have a great week everyone!

Facebooktwittergoogle_plusredditpinterestlinkedinmail

DevBlog 98 / Our interface has leveled up!

Greetings!

As the time to showcase our game draws near, we’ve been polishing and tidying things up a bit in our latest build, more details will be announced in the near future!

We’ve also added FMOD to our game, which allows for greater audio fidelity while also providing some nifty features such as setting our music dynamically according to certain fight stages or events, improving the overall experience.

Epic battle music ensues!

Regarding our UI, it’s being completely revamped as it was still an old placeholder from the dark days of the early alpha stages, here’s a sneak peek at what its shaping up to become, feedback appreciated!

Elegant and functional!

As we finish building the last zone, which we’re REALLY looking forward to share with you as soon as its complete, we’re adding new, unique materials that are specific to its architecture, can you guess what each of them represents?

Those are some marble-ous materials!

That’s all for this Friday update, stay tuned for more next week, and thank you for reading!

Facebooktwittergoogle_plusredditpinterestlinkedinmail

DevBlog 92 / Today, we bring you…

…plaster. That’s all you’re getting today. Hello!

Today’s post will be a little bit technical, since we’re still working on the last area of the game, which should have no plaster, planning and tweaking the final battle, adding some new animations and working on an unexpected and surprising new… thing, which is not plaster.

We aren’t ready to share any details yet since we want to make a full reveal of it when it’s done so, for now, all we have to give is this tease! … and did I mention that we also have plaster?

Plaster.

In all seriousness, we’ve implemented these two workflows to achieve two different types of results that, albeit simple, convey different moods. The faded plaster on the right is simply one mesh with two textures blended through Vertex Paining, while thick plaster technique is achieved by combining two meshes, as you can see on the right wall.

We hope you’ve enjoyed the fine plaster we brought you this week, we promise to make it up to you in the near future with some exciting revelations!

Have a great weekend!

Facebooktwittergoogle_plusredditpinterestlinkedinmail

DevBlog 88 / Village, Potions and Polishing

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

…Hello!

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!

Facebooktwittergoogle_plusredditpinterestlinkedinmail

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!

Facebooktwittergoogle_plusredditpinterestlinkedinmail

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.

Facebooktwittergoogle_plusredditpinterestlinkedinmail

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!

Facebooktwittergoogle_plusredditpinterestlinkedinmail

DevBlog 69 / QA is coming…!

Hi everyone!

Actually, QA came early during the week, and we’ve been doing some extensive sessions which led us to implement some additional tools and on-screen information for assisting with the playtesting and debugging of the game!

On-screen debugging info.

The new streaming logic we mentioned last week is still being tweaked and optimized, and we’re pretty happy with the results we’re getting!

Streaming chunk visualizer.

A new animation for the masked youths is also nearing completion, as you can watch see below.

Canyon kid evade animation.

We felt the need to add a little more variety to the game’s enemy pool, and we thought it would be cool to have less “area specific” creatures the player could fight with. Most of the ones we have so far are basically bound to the chapters they first appear in, and there’s no way around that because of the lore. So we are coming up with new ideas for creatures that can spawn anywhere throughout the whole adventure. The first one is a monster that inhabits barrels, and it will keep you on your toes anytime you’re about to destroy these wooden containers in hopes of finding random items.

Producing the assets for this enemy also forced us to remake the basic barrel and crate props, for the sake of coherence, especially because the ones we had previously were recycled placeholders.

We could Barrel-y see it coming!

Facebooktwittergoogle_plusredditpinterestlinkedinmail

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.

Facebooktwittergoogle_plusredditpinterestlinkedinmail