Tag Archives: Technical

DevBlog 146 / The adventurer’s diet

Hello fellow adventurers!

In today’s blog post, we’ll be talking about the adventurer’s diet.

As you may already know, being adventurers yourselves, a dangerous profession such as this one can be very taxing on the body, and at those times where neither magicae nor alchemy are available, sustenance may still be within your grasp if you know where to look!

The adventurer’s diet!

There are, of course, risks involved when seeking nutrition from nature.

Certain sources of nourishment might get you to full strength, while others will surely lead to an upset stomach, or even death.
It’s common knowledge that the berries that are favored by many wild animals are not edible but fungi, on the other hand, can be pretty safe if you know which ones to pick.

What’s your poison? I mean…

There is always reward to the risk involved, even if the result is an undesirable one… * wink wink *

And on the technical side of things, we’ve been performing several optimizations in order for the game to be more stable!

That’ll be all for this week, be sure to stop by again next Friday for more goodies!

Thank you for reading!

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DevBlog 144 / Painting with light

Hello!

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!

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DevBlog 141 / Dungeons & Lighting

Hi there!

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!

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DevBlog 140 / Lighting Overhaul

Hello!

Hope you’ve had a great week.

For this Friday devblog post we’re revealing some of the results of our efforts in polishing the game, specifically regarding lighting and the mood it can bring to any scene.

The images shared below showcase a few scenes that have been through this overhaul, previous look as a reference on the top with the new lighting below it.

Improved lighting.

Some improved VFX together with improved lighting.

Enhanced mood.

Thank you for reading, enjoy the weekend!

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DevBlog 138 / Happy New Year!

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:

Swamp trees.

Forest trees.

Thank you as always for taking the time to read our DevBlog, have an awesome weekend!

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DevBlog 136 / A beacon of light

Hello!

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!

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DevBlog 132 / Vallis Sanctum decoratus est

Hello readers!

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!

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DevBlog 127 / Polishing the Rift

Hello everyone!

This week, our biggest focus on the technical side of things was working on the console ports, while also continuing to optimize the project and its code. We want to make sure that all platforms provide the best experience possible, since we’re big fans of them all!

On the artistic side, we’ve done a good amount of polishing over the landscape, especially in the Howling Rift, hence the title, and continued to polish work on the audio, visual effects and animations.

We also have a couple of shots of the aforementioned area to share, but be mindful that they are still work in progress:

I swear she was here just a minute ago!

Improved landscapes!

That’ll be all for this week, thank you for checking out this devblog post and please stay tuned for more next Friday!

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DevBlog 120 / They are Legion!

Hello!

We have made quite some progress this week, both in terms of polish and the addition of new content!

The enemy list has grown with the addition of a new flying creature, that is still being worked on but we’ll definitely share some screenshots in an upcoming blog post, together with new variations for the last remnants of the Ancestor legion, that will be some of the toughest foes that you will encounter throughout the land. Here’s one of them for your viewing pleasure:

You’ve come to the wrong neighborhood!

We’ve also started to work on the visual effects, as most of the ones we’ve been using are simply placeholders, and we have several new ones planned! Animations for both the main character and some enemies are being tweaked and polished, and we’re sharing an example with you:

Old Ancient Soldier animation!

New Ancient Soldier animation!

Finally, there was a major effort in cleaning up the code, while also adding a debug menu with controller support for the consoles, in order to help with development and QA for them.

Regarding the gamescom event, our team member that was present to showcase the game had a blast but, unfortunately, he still hasn’t arrived due to a flight delay, so we’ll have to share all the juicy details of the event next week!

Thank you for reading, have a nice weekend!

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DevBlog 118 / A new hope?

Hello everyone!

We’ve just finished adding new props to the village, in order to breathe more life into it, as you can see in the image below:

The Song of Drying!

These include clothes drying poles, swings, pottery and more, some of which will appear as you progress through the game. The hamlet will reflect the protagonist’s actions, be it the outcome of a great battle or some other event that took place in a different area, and every time you return you’ll notice that certain changes took place. Could these be signs that life might eventually go back to normal, and that peace will take the place of war?

Cabbage fight!

The pottery is also one of the new destructible items, adding more variety to certain areas of the game, here’s an image on what can happen if they’re not handled properly:

Who knows what may lie inside?

All of the dungeons, or Arx, have been finished and might still undergo a few tweaks in order to make them even more interesting, such as improved enemy placement or even ambushes. Also, some of the new combat animations and movements were polished, and we’ll keep play testing and tweaking them throughout the next week.

On the more technical side, as the time for furthering the development of the console ports draws near, we’ve redone the input system, in order to allow for more flexibility when integrating with other platforms.

That is all for this week, see you next Friday!

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