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DevBlog 134 / Making it shine!

Hey!

These past few days, like before (as well as in the upcoming weeks, most likely!) the team has focused its efforts on crushing bugs, especially on the console versions, and on detailing the game environments.

One of the tricks we’re using to add that extra level of polish to some areas is the good ol’ decal system. Here is an example of how we’re going about that:

Decals really help us smooth the transition between meshes with contrasting materials.

We’ll share more of these shots to illustrate our fine-tuning process next week.

Till then, have a great weekend!

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DevBlog 133 / Babel fish not included

Greetings everyone!

Happy to announce that we’ve finally added additional language options for all in-game text. We might not be able to provide audio in every language but we’ll make sure that almost anyone in the world can enjoy the rich lore and story that our game offers. We’re still deep in development as you can see from today’s post, these are small but very important details that we’re taking great care with to ensure you have a good experience.

荒涼たる断崖ワディ

Be sure that you tackle localization in the early stages of development, we guarantee that it will save you quite a few headaches. It’s definitely not something you should ignore as it will only increase the amount of work necessary later on. Avoid having hard-coded strings that are meant to be seen by your players and organize them in a manner that it’s easy and simple to add to your game.

In our particular case we use a simple numbered line id system, per-language and category(UI, Items, Hints, etc) that allows us to quickly export and import new content. Since the line ID remains the same between all languages, you don’t have to change any individual game logic to swap between them except for pointing your game to the appropriate language text. With some additional work you can even embed specific commands then you can than use with the Unity UI system to display images.

Decay of Logos is localized for:
-English (w/Audio)
-Portuguese
-Portuguese BR
-Spanish
-French
-German
-Japanese

On the art side of things, the team is spending some time making sure all areas have the same amount of detail across the board. Textures are being retweaked, more background planes are being placed, vegetation and other small details are being added… Some of these improvements are more than mere aesthetic changes, for they impact gameplay and the player’s experience.

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DevBlog 132 / Vallis Sanctum decoratus est

Hello readers!

Another week of QA goodness and bug slaying, a real massacre of all of those pesky issues that we would absolutely hate to let you all deal with. In all due honesty, these things do take a great deal of time and effort, and we’re happy that we have the time and resources to undergo a thorough testing and polishing phase!

As usual, we’re sharing some images of the progress made in the embellishment process that has been keeping our artists busy with hand placed details and final touches. We bring you one of the Ancestral sites that we’re sure everyone will love to explore, the Vallis Sanctum:

Catchy name, huh?

It’s also one of our largest dungeons!

That’s it for this week’s blog post, thank you for reading!

Have a great weekend!

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DevBlog 131 / Reach for the sky!

Hello readers!

With the ongoing external QA, which is going pretty well since you’re asking, we’ve been tackling the the issues all around the clock.

The art team, however, has channeled their artsy magicae to polish the skybox, which is what we’re bringing out today for your viewing pleasure, so please enjoy the following screenshots:

Politely asking the Brute to stand aside to take this sky picture!

Communing with nature while taking another sky picture!

We hope that you’ve enjoyed the content we had to share today, rest assured that we’ll have more goodies to share further down the road, so stay tuned.

Have a great weekend!

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DevBlog 130 / QA all the way!

Greetings!

This week marks a major milestone for us as we’re finally sending our game off to external QA. It’s extremely important to get an outside perspective on your work, we’re confident that this process will improve the final quality of the game, well worth the time spent handling every minute detail.

Things to come…

Sometimes all you need is your fists, and fire, magic fire helps!

Wish us luck, we’ll be back next week with additional information!

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DevBlog 129 / Switch port and Wadi polish

Hi!

Another quick update for this week’s tasks!

In short, we’re continuing to pool our efforts into the tasks that we’ve talked about in the last posts, meaning the ports and the embellishment of all areas.
Here’s a screenshot of the Wadi of the Howling Rift, which is also getting an overhaul on its population in order to provide a level of challenge that matches its imposing looks:

The Wadi of the Howling Rift.

The vegetation, props and even architecture is being tweaked throughout these areas, and its pretty fun to see how some of the team members that have been doing runs in order to help with the balancing and QA react to the changes that are being implemented, or fall prey to unexpected enemies or traps!

Here’s one last treat, the image speaks for itself:

Development build of the Switch port.

That’s all for this week, stay tuned for the next update and have a great weekend!

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DevBlog 128 / Everything old is new again!

Hello everyone!

The team is currently really busy finishing up some major tasks, so the post this week is gonna be just a quick update!

We are all adding those finishing touches to every aspect of the game that will surely bring the whole thing together and really make it shine. Working on porting the game to consoles is also very time-consuming, and that’s where we’re at.

Here’s a little teaser of one of the early locations, now reworked, that you’ll get to explore!

An imposing statue guards these lands.

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DevBlog 127 / Polishing the Rift

Hello everyone!

This week, our biggest focus on the technical side of things was working on the console ports, while also continuing to optimize the project and its code. We want to make sure that all platforms provide the best experience possible, since we’re big fans of them all!

On the artistic side, we’ve done a good amount of polishing over the landscape, especially in the Howling Rift, hence the title, and continued to polish work on the audio, visual effects and animations.

We also have a couple of shots of the aforementioned area to share, but be mindful that they are still work in progress:

I swear she was here just a minute ago!

Improved landscapes!

That’ll be all for this week, thank you for checking out this devblog post and please stay tuned for more next Friday!

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DevBlog 125 / Visit our booth at EGX Berlin!

Hello friends!

We’d like to start by letting you all know that we’re humbled by all the creators and voters that took part in the Design-a-Shield Competition, you have our heartfelt thanks! Although we’ve already announced the winners on our social networks, we couldn’t help but also share their names and entries in the DevBlog, so here are the 2 winners to have their creations added to Decay of Logos:

Congratulations to the winners!

Our first winner is Rita Duartes’ design, on the left side. It was selected for having the most votes from our competition album, with its mosaic inspired design. Congratulations to Rita; we are looking forward to bringing your design to life for Decay of Logos.

The second winner has been chosen by the team here at Amplify Creations after a very difficult day narrowing down our favorite design from so many creative concepts. After a team vote we’re delighted to announce that Viriatus, created by Marco Vale, and being on the right side, will be featured in Decay of Logos! We feel the visual theme and materials resonate perfectly with Ada’s environment. We love the balance of the pragmatic simplicity with the intricacies of the cast iron emblem and leatherwork.

Congratulations to both Rita and Marco! And thank you again for your support during this competition.

On another note, are you by any chance going to EGX Berlin?

Come check us out at EGX Berlin!

Decay of Logos has a booth there at the Thunderful stand, 28-30 September 2018, hall 7, and we hope that you’ll have a chance to play its latest build!

That’s all for this week, we’ll be sharing some more development news next friday, so stay tuned!

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DevBlog 124 / Cast your votes!



Hello dear readers!

Hope you all had a good week! First and foremost, we’d like to remind you that voting for the Shield Contest is still going, so make sure to cast your vote on your favourite entries HERE!

We’ve had a total of 26 entries, which got us all very excited, and each design is pretty unique, with very different and unique sources of inspiration. Some of them even have their own lore!

Regarding our progress, we’ve been crafting some additional weapons and armor sets, and we’re up to a point where we believe that we have more than enough variety to cater to different play styles and builds. Take a look at some of the new additions below:

What have we here?

A few new props were added and placed throughout the land, together with some additional details here and there for enhanced environmental storytelling, which has been one of our concerns since the earliest stages of the game and its world design. Here’s a sneak peek:

Fallen ancient

Also, in preparation for the EGX Berlin, we’ve done a very thorough QA, polish and balance pass, which will continue next week. You’re all invited to play Decay of Logos at the event, you can find us at the Thunderful booth, so be sure to pay us a visit ( or several! ) if you’re able to attend, which will be happening from 28/09 to 30/09!

Hope you’ve enjoyed the update, see you next Friday!

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