Monthly Archives: January 2019

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 139 / Wadi Sightseeing

Hello there!

Another week has gone past almost without notice, as we’ve been focused on QA, polishing and balancing of the game.

We do miss sharing all sorts of new content, be it concept art, new items or even mechanics, but we all know that the final stretch is a necessary grind to ensure that we can deliver the best experience to everyone, leaving us little time for anything else.

The whole team is eager to cross the finish line and see the result of our passion being experienced by you, and that time is drawing closer and closer each day.

We’re also bringing you a gorgeous scene, featuring improved visual effects together with additional hand placed details:

A Waterfall in the Wadi.

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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