DevBlog 32 / The Lumberjack Brothers

Hi there!

This week André was working in the logic pass in the new area Tomé was populating a while ago. This area suffered a lot of changes, now has a lot more to explore and this led to a more careful balancing in enemy placing and rewards like the plants of the treat mechanic, what is inside the chests, etc. Collision testing is also a very monotonous task and there are always a few places where the character can get stuck during this phase of development. André also added these areas to the streaming logic for a more fluid progress throughout the game. Next week we will show some environment screenshots with the new Amplify Color calibrated.

Iuri is now rigging and animating two new NPCs we’ve already shown you, the prisoner and the wanderer.

Lonely prisoner.

Remember the axe-wielding mini-boss we have shown in previous blog posts? There are actually two of these foes roaming about, the Lumberjack twin brothers that inhabit the Forgotten Forest. Tomé has been working on the look of the sibling we hadn’t mentioned yet. He is supposed to appear very similar to his brother, with a few distinct features like facial hair, tattoos and differently colored garments. This hulking giant will also be carrying a particular kind of weapon, which we will show at a later stage.

Concept paintover of the Lumberjack’s brother.

Pichel made a lot of progress with the model of another enemy we are adding to the game. This opponent is very important narrative-wise since it shows an early stage of the transformation of flesh into bark, which the peasants from the surrounding villages have been undergoing. It hopefully shows that the fully transformed wooden aberrations you may encounter were not actually born that way.

First phase transformation Wood Enemy.

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