We’ve done a quick balancing pass throughout this week, together with the usual work on lighting and bug fixing for both PC and Consoles.
One of the tasks we’ve been tackling as of late is the placement of Reflection probes all throughout the game world. Having these really allows us to add an extra touch of identity to each location, making them feel different, alongside the lighting, sound and materials.
Reflection Probe workflow.
In the image below, for example, we have a Reflection Probe with a fairly high Intensity number in order to make the cave seem damper:
Improved lighting and shadows.
That’s all for this week, thank you for reading!
The gears have been doing their usual grind, tweaking the lighting and tuning the balance while squashing whatever bug that remains!
We’ve decided to bring you something a bit more technical today, however, and this is in regards to the lighting overhaul that we’ve kept bringing up in the latest posts:
Probes among us
The pink fiesta that you see is a plethora of light probes that are being manually placed and tweaked in every location.
In short, they allow us to provide quality and accurate lighting for non-static objects while also providing some necessary light information for the static ones. Do note that this is very performant, despite the way it looks behind the scenes!
We’re also bringing you another scene that has been tweaked and is close to being ready for prime time:
Painting with light
Thank you for keeping up with our posts, we’ll see you next week!
It’s no secret that we’re big fans of the Nintendo Switch, in fact, most of us are proud owners of one, and we’ve decided to bring you some new gameplay footage on this platform as we’ve been doing extensive QA on consoles throughout the week!
Wait for it…
We’ve also continued to work on tweaking the lighting of remaining scenes, which has been taking quite some time as there’s a lot of manual work involved, but in return it gives us all the control that we need and allows for our environments to look so much better.
Thank you for reading, we hope that you’ve enjoyed what we had to share today, see you again next Friday!
We’ve continued working on the lighting aspect of all our scenes, while also tweaking related content such as materials, reflection probes, color grading and so on, ensuring that everything is looking pretty and as close as possible to our vision.
As such, we’re bringing you a couple more examples of the new and improved looks that you can expect when you explore this unique world:
Overhauled lighting in the dungeons I.
Overhauled lighting in the dungeons II.
We hope that you’ve enjoyed the content that we had to share for this week, there are some new things in store that we hope to show you in the upcoming DevBlogs, so stay tuned!
Have a good one!
Another week has gone past almost without notice, as we’ve been focused on QA, polishing and balancing of the game.
We do miss sharing all sorts of new content, be it concept art, new items or even mechanics, but we all know that the final stretch is a necessary grind to ensure that we can deliver the best experience to everyone, leaving us little time for anything else.
The whole team is eager to cross the finish line and see the result of our passion being experienced by you, and that time is drawing closer and closer each day.
We’re also bringing you a gorgeous scene, featuring improved visual effects together with additional hand placed details:
A Waterfall in the Wadi.
Thank you for reading, enjoy the weekend!
Happy New Year to you, fellow readers!
This year is going to be truly important for the Decay of Logos team since, as you’re probably already aware, the game will be launched on all major platforms.
We’re on the final stretch of the QA, which feels great as it has helped us find all sorts of pesky issues that have been eluding us throughout our in-house testing sessions, most of which have already been addressed by our man of digital letters.
Although we don’t have much to share for this week, we can tell you that the new trees shown in the previous post are fully integrated into the game, and we’ve also continued improving upon our VFX as well!
Here’s two screenshots of said trees in the context of the game, for your viewing pleasure:
Thank you as always for taking the time to read our DevBlog, have an awesome weekend!
Today we’re sharing a sneak peek at two exquisite weapons that have recently joined the armory, behold:
A Knuckle set and a Mace.
To the left, we have a Knuckle set that is fashioned out of a certain foe that we’ve previously introduced, can you guess which?
To the right, our latest addition to the unique items that you can find hidden within the world of Decay of Logos, Lucerna!
What makes it unique, you might ask? This weapon has a special behavior that is revealed as soon as danger draws closer:
A beacon of light!
We’ve also continued with the usual polishing, optimization, QA and bug fixing, of course!
And that’s all for this week, thank you for reading, we hope that you all have a great weekend!
Another week goes by, bringing further beautification and polish, together with more QA and fixing!
As promised in the last post, we’re sharing another example on how the decals can make a huge difference, allowing our beautification artist to experiment on the fly with different feels for certain areas:
The original room is on the left, unspoiled by the decals that are introduced on the right, covering the floor and the edges of the walls.
A whole different message is transmitted to those who observe their surroundings, allowing for that extra layer of storytelling that we love!
That’s all for this week, we have something different in store for you all next friday so stay tuned!
Another week of QA goodness and bug slaying, a real massacre of all of those pesky issues that we would absolutely hate to let you all deal with. In all due honesty, these things do take a great deal of time and effort, and we’re happy that we have the time and resources to undergo a thorough testing and polishing phase!
As usual, we’re sharing some images of the progress made in the embellishment process that has been keeping our artists busy with hand placed details and final touches. We bring you one of the Ancestral sites that we’re sure everyone will love to explore, the Vallis Sanctum:
Catchy name, huh?
It’s also one of our largest dungeons!
That’s it for this week’s blog post, thank you for reading!
Have a great weekend!
With the ongoing external QA, which is going pretty well since you’re asking, we’ve been tackling the the issues all around the clock.
The art team, however, has channeled their artsy magicae to polish the skybox, which is what we’re bringing out today for your viewing pleasure, so please enjoy the following screenshots:
Politely asking the Brute to stand aside to take this sky picture!
Communing with nature while taking another sky picture!
We hope that you’ve enjoyed the content we had to share today, rest assured that we’ll have more goodies to share further down the road, so stay tuned.
Have a great weekend!