Tag Archives: Showcase

DevBlog 113 / Polishing like there’s no tomorrow

Hi there!

This week we’re bringing you some polish-in-progress screenshots and details, so lets get right into the news!

New environments!

Our workflow has improved ever since we’ve started working on the game, and new materials and assets were added and improved throughout development, so we’ve decided to do a major overhaul of the initial areas of the game, as we’ve shared in a previous post.

More new environments!

Alot of work has been put into this but it payed off tremendously, we’re extremely happy with the result, especially considering how consistent the world feels and plays with this improvement!

Taking into account all feedback we’ve received and our own play test sessions, we also continued working on adding new combat animations and tweaking the ones already being used, in order to provide the best feeling and feedback we can to combat, which is one of the pillars of the game.

Take it, it’s yours!

For the next week, we’re going to add a new cutscene into the game that will introduce players to the basic logic on interaction between the Elk and Ada, here’s a sneak peek!

Have a great weekend everyone!

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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!

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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!

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DevBlog 109 / Hoarders, rejoice!

Hi everyone!

We’re here for another weekly devblog post, this time with some fresh, new screenshots to share, and some additional information regarding our progress!

Hoarders, rejoice!

We’ve finished adding some additional content and logic to the village, such as the bottomless well, that you can see in the screenshot above, which allows you to stash all the goods you find without any limits.

Perfect for anyone who, like us, loves to hoard stuff!

Look how cozy he is now!

The NPCs’ positioning has been adjusted, and they will show up as you meet and interact with them during your adventure, and the village’s mood will be changing as you progress in your quest for the truth.

We’ve also continued to work on polishing the game, adding some further detail to the characters’ textures and animations while also reworking the terrain for certain areas, as we’ve mentioned in a previous post.

And now for something completely different!

We’re sharing a sample of the music that’s being worked on for the village, which will also change dynamically throughout the game, let us know how you feel about it, all feedback is welcome!

Next week, we’ll do another extensive bug fixing run with all the issues and nitpicks we’ve found during out daily QA sessions, which have been both fun and gratifying as we see the game shape up to our expectations!

Enjoy your weekend!

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DevBlog 108 / We won our first Award!

Hello!

We’re back from the Euro Gamer – Portugal Summer Fest, and we brought something back with us!

We won our first award!

And even though we’re really happy and humbled to have won the Best Portuguese Game award, what really made our day was both the warm reception and all the wonderful feedback we’ve got from all the gamers that stopped by our booth! Our show build had some further polish and tweaks since the Pax East show, and we were really pleased with the results.

Here’s a panoramic picture from the Arena where the event took place:

Are you not entertained!?

And another one, this time from our booth:

The booth where magic happened!

Regarding this week’s development progress, the final cutscene has been completed but, unfortunately, we can’t really share any footage as it would… you know, spoil the ending! The item descriptions that were missing are also being written, taking place of all the placeholder text that we had, and the old ones are being overhauled as well.

Soon we’ll be tackling the new combat animations, resulting into more animated gifs and gameplay that we’ll definitely share with all of you, so stay tuned!

Have a great weekend!

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DevBlog 105 / Treats for the eyes and ears!

Hi!

Remember us mentioning in the previous post that we’re cooking up some new weapons? Some of them are already modeled and ready to be pushed into the game, feel free to let us know what you think:

Pro-tip: poke the baddies with the pointy end!

Also, the small introductory area, that will serve as the starting point for Decay of Logos, has just been completed! It will provide some gameplay and a cutscene, allowing for players to be introduced to the game’s Lore and mechanics just before being set free to roam our world.

Next, we’re going to overhaul the initial terrain and environments, bringing in some of the workflow that we’ve adopted while setting up the more recent areas, since these zones are ancient in terms of their development stage. In practice, they’ll be tweaked to look better, play better and feel better!

The new HUD is also in the game in its entirety, and its a treat to the eyes while also providing an overall better user experience while navigating those menus!

New UI, simple and elegant!

On the more technical side of things, namely audio, we’re done with fully implementing FMOD, a sound engine used by many popular titles, both AAA and Indie, that melds quality with flexibility. Trust us, your ears will love it!

We hope you’ve enjoyed this update, tune-in next week at the same time for more Decay of Logos goodies, and have a great weekend!

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DevBlog 102 / Working hard!

Greetings!

Sorry folks, this week our devblog is a bit simple. We are all deep in development in an effort to work out any issues we find along the away and polishing everything we can!

The PAX feedback has been extremely valuable, we’ll definitely be able to offer a better experience once we tidy up.

A big shoutout to our publisher, Rising Star Games, for sharing more about Decay of Logos, you should definitely follow their Twitter account.

Ada: On a journey for revenge accompanied by her mystical Elk companion, Ada will unveil secrets about the ruling King and his sons – slowly realising that all is not what it seems…

They also ran a small challenge (we might be doing more of this, it was pretty cool!) where you had to guess the inspiration behind one of the scenes in our game.

Can you guess what inspired it?

Stay tuned for more next week, and thank you for coming by!

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DevBlog 99 / Road to PAX EAST 2018!

Not the boss in the showbuild 😉

Hello there!

Our post is a bit short this week, we’ve spent most of our time working on our PAX EAST 2018 showbuild in order to ensure that it’s fun to play in a limited amount of time, and bug free. We invite you all to join us and to play Decay of Logos for yourself.

Come on down and venture into one of the many dungeons available in our game, challenge one of the main bosses, and discover more about the lore available in our vibrant fantasy world.

Find us at the Rising Start Games booth, #13070.

Hope to meet you soon!

Wanna get in touch at PAX? Tweet at us directly @DecayofLogos!

Don’t forget to check out our teaser trailer!

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DevBlog 97 / It’s official, we’ve joined the Rising Star Games family!

Hello everyone!

It’s official! We’re happy to finally announce that Decay of Logos is going to be published by Rising Star Games, and we are humbled to be part of their growing collection of amazing titles!

Rising Star Games is a renowned publisher operating in Europe and USA, and has published video games across all gaming platforms, from Sony, Microsoft, Nintendo and via Steam. Check them out at www.risingstargames.com!

As per the announcement, Decay of Logos will be published digitally across all major gaming formats, including PS4, XBox One and Nintendo Switch, by Rising Star Games, and is scheduled for global release in Autumn 2018, so you’ll be able to get your hands on it pretty soon!

Check out the announcement trailer, and feel free to leave your feedback in the comments!

You may also read the press release by following the link below!

RISING STAR GAMES AND AMPLIFY CREATIONS ENTER INTO PUBLISHING PARTNERSHIP TO UNLEASH FANTASY RPG DECAY OF LOGOS IN AUTUMN 2018

Regarding this week’s development, we’ve continued to polish and tweak the game, with great focus on improving and fixing our main character’s animations since we’ve added her new rig recently.

A danse macabre!

We’ve also decided to improve the Elk’s mane, in order to update its visual and make it look better overall.

Work has continued on the final area of the game, soon we’ll have a few screenshots to share with you so stay tuned!

It’s LeviosAH!

We hope you’ve enjoyed our announcement and trailer, see you next Friday!

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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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