Our game reception was overwhelmingly positive but we also gathered a lot of feedback that will definitely help us improve its gameplay. It was great meeting some of the people that played our game during last PAX, even better knowing that they were extremely happy with the improvements we made to Decay of Logos since 2017.
The Switch was definitely a favorite during PAX, we were positively surprised by the amount of players interested in that version! Rest assured that we plan to provide the same full-blown experience on all systems!
If you have not already be sure to check out the IGN interview featuring exclusive Switch footage.
Back in Portugal – Without spoiling much, André dedicated most of the week to dungeon related work; you’ll be happy to know that they are nearly complete, and will prove to be quite the challenge!
We’ve also been producing important storytelling assets that will enrich the Palace interiors, such as busts and statues. The way we’ve developed them allows us to apply different materials, like iron or stone, which means we can use them in many areas throughout the game. In the meantime, various tileable textures had to be made for the Romanticist rooms and chambers of the Palace.
Special thanks to Rising Star Games and Reverb Inc. for their amazing work and dedication!
Final day, team photo while they stole (packed) our booth! @DecayofLogos @RisingStarGames @ReverbGames @GroundShatter
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.
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!
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!
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.
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!
The team is still hard at work preparing the show build areas by fine-tuning animations, enhancing the mood through color grading, as well as placing new assets in the scene. All this will serve as a guide for the remaining parts of the game, particularly regarding the level of polish.
New particles on the way! Echo shells sound like waves in the distance.
Debugging some stuff on the editor, always fun!
Another cutscene is finished and now it is time to begin focusing on bug fixing before integrating the final zone of the game, adding mechanics prefabs, manage the streaming logic and such. After this last step, the whole team will be on the “polish phase”. Almost there!
In other news, Ada’s high poly model is pretty much finished, as you can see below. We are still testing which should be the main color of her clothes, as you can tell from the polls we’ve posted. We’ll share the final version once we’ve settled the matter!
Today we’re excited to bring you exciting news, pardon the redundancy, regarding our protagonist, which has received a full overhaul! Feast your eyes upon her new look!
The reason why we’ve reworked her visuals is because her original version was inspired on an old concept of a different artist, and the game’s visuals have been taking a slightly different path than what was originally planned.
What should we be wearing today?
We’ve decided to do it at this stage since we have much more experience in creating something that melds with the current art direction and visual style, and we’re already done with the High Poly version, so she will be in the game soon enough!
Some of the initial areas of the game are being further developed according to this logic, as we enter the final stages of production.
Regarding the last area, we’ve been fleshing out both the Palace and the encompassed region, and the following screenshot might be related to this!
One of the cutscenes is being actively worked on and will make its debut on the show build, some new animations were… animated specifically for this, and some additional logic as well. This build is nearly 100% complete, we’ve been squashing some bugs and will perform further QA in order to make sure it’s buttery smooth!
That will be all for today, we look forward to next Friday!
We weren’t expecting our plaster DevBlog post to become so popular, so we considered talking about bricks today..! Jokes aside, we’ve had alot on our platter for this week, so let’s get right into it!
Woah, we’re half way there!
We’re working hard… I mean, we’re always working hard, but lately we’ve been putting some extra muscle into a show build for the upcoming Expo’s! More information will be shared when the time comes, please bear with us.
A new NPC has also been added to the world, her name is Nuri and she’s a large blacksmith that will be tucked away inside of her shop, providing additional conversations and a new mechanic to the game.
Where’s this Blacksmith I read about on the blog?
She will offer to repair your items, if they are worth her time, that is! Don’t bother trying to get her to fix your flimsy, rusty swords and battered straps of wood, pieced together as makeshift armor!
You can jump but you can’t hide!
And here’s the latest, new and glorious animation, the new jumping while sprinting that will be invaluable for bypassing gaps and traps.
On a final note, we’ve also been doing a pass on all the cutscenes for the game, revamping the old and starting to work on the new!