DevBlog 40 / The Rift Windmills

Hi there!

This is our 40th devblog entry! We want to thank everyone who has been following us in this journey.

During this week of work, a boss battle was born. There is still a lot of balancing and small tweaks to be done in each combat phase, but it’s getting there. We are targeting for an intense battle with various phases, different attacks and transformations. Some of us are hardcore Dark Souls players, so the difficulty is being calibrated in favor of everyone.

We will show some parts of this boss battle in the upcoming trailer we are also working on.

The Rift Windmills

Meanwhile, the work on the new Canyon area continues to keep our artists busy. Most of the props have already been laid out, and the big Windmill that punctuates the landscape is also practically finished.

We are currently focusing on the task of texturing very wide surfaces, and to make that process easier, we asked our colleagues from the R&D team to lend us a hand. After some discussion, we decided to add the Amplify Shader Editor to our toolkit, so now we have a much easier time blending maps.

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