This week, Amplify Creations moved to a new office, so the Decay of Logos team had the chance to improve and complete the Game Design Document of the game, and do a review of the overall production plan. Some minor plot holes were covered and the history was enriched.
Everyone helped but some other things got done obviously. André fixed some pending bugs and he’s working on improving the elk control when mounted and implementing more of Iuri’s new animations.
Pichel is finishing a very important enemy, a very peculiar boss that will have a special video preview.
Tomé did a concept study for an upcoming new zone that we are preparing.
André was busy adding some dynamic bones for our characters, and save a lot of time in animations. Small portions of the model like pony tails or small bags now don’t need to be animated so the animation pipeline is more straightforward.
Dynamic jiggle physics, exaggerated effect.
He also added a first version of Audio Occlusion. In practice, the sound is occluded by a low pass filter and the volume is decreased when not in sight of the audio listener. This leads to a more immersive experience, since the player will be able to notice when a sound comes from inside a building or from the outside.
Iuri this week improved the main character’s RIG, imbuing her with a lot more feeling and life. Now we feel like we’re able to convey emotions more easily, which helps a lot with storytelling.
New facial animations.
Pichel is currently working on a very important character, which we will show further down the road. He recently finished up an NPC, a prisioner, and you can check below how the model looks in-game.
Also check it out our newest WIP gameplay trailer:
This week’s devblog will be more technical. We will talk about some tests we made on the subject of responsiveness in Decay of Logos. Although this game is not a hack’n’slash, with very tight controls in favor of gameplay, we do take this component into consideration. It has slow paced attacks, depending on weapon classes, but still we are targeting for a fast responsiveness in the controls. In the test shown below, the frame when the anticipation of the animation kicks in will be the end frame measured, and the first will be the frame after the button is pressed. The game was running at 60fps and the video recorded at 60fps. The monitor has a 6ms (Gray to Gray) response time.
You can see that after the button is pressed it takes about 4 frames for the animation to start, and about 10 frames for the actual damage to be dealt (when the trail is visible, damage can be applied). So it’s about 66ms of input lag and 166ms of delay before damage is applied.
For comparison, we measured and made exactly the same test with Dark Souls, using the same machine, with DsFix (for running at 60fps) recorded at 60fps. The results were: 3 frames for input lag, and about 18 frames for actual damage be done. It’s about 50ms of input lag and 316 ms of delay.
We choose a short sword in Dark Souls and a short sword equivalent (our Carved Sword) in Decay of Logos for a more fair comparison.
We also compared the dodge responsiveness (jump back). Again we used the same principles as above.
On Decay of Logos we get about 4 frames (66ms) again of input lag and about 16 frames (233ms). In Dark Souls we get 4 frames (66ms) of input lag and about 19 frames (316ms) until we’re able to perform the next jump.
Another way of measuring this type of things is by attaching a led light internally in the controller and putting it next to the screen for a more precise moment of the given input.
André also made changes in some transitions and blends in animation, which improved significantly the delay felt during combat.
Slowed down video.
More information about this subject, the influences of CPU Logic, Rendering and Input lag can be found here: Programming Responsiveness