Category Archives: Dev Blog

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 126 / New loot!

Greetings everyone!

We hope you are all getting ready for an awesome weekend. Short post today(national holiday) but we got some really cool stuff planned for next week as we’re getting ready to replace quite a few of our old placeholder VFX assets. It’s really going to breathe new life into the game!

The team is happy to announce that the winning shields have been added to the game. We’ll be posting additional gifs and a cool making off video soon, stay tuned!

Aegis of Vitrum on the left, Viriathus’ Bulwark on the Right.

The contest winners, Rita and Marco.

As a special addition, Shields now have special abilities which we’ll be demonstrating soon.

Have a great weekend!

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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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DevBlog 122 / Not the bees!

Hi everyone!

Today the post is a simple update about some of the progress we’ve made regarding a few enemies, armor sets and overall detailing.

A lot of polishing is being done on the animation side, our animator is doing a bunch of small tweaks and additions so the game feels and looks a lot more fluid.

We have a new temporary addition to the team – the wiz Paulo Pinho is helping us on the VFX side, and the results speak for themselves, but we’ll have to share that in the next post!

Our sound designer has also joined us in the office for some, so the sound/music additions will be faster and better implemented.

On a different note, a new enemy is born – this giant Stinger will haunt you wherever you go! Remember, it can fly… It features a binaural sound when it gets close, for an extra level of creepiness.

Sometimes they attack in swarms!

One of the aspects we wanted to improve on for a long time was the armor set variety. In order to give more options of apparel to the player we are introducing 3 new sets, each tied to a certain location of the game and respective lore. One of these is already in-game, as you can see below. Of course, equipping all the pieces of any set will grant the player bonuses, so keep an eye out and find them all!

The Tradesman armor-set.

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DevBlog 121 / Let the contest begin!

Hello everyone!

Before we get to our Gamescom experience, we have a quick announcement to share.

The world of Decay of Logos is a dangerous one with unfamiliar and hostile creatures lurking in the lands. If you’re looking for a bit more protection on your travels, you’ll want to bring your shield. With the Decay of Logos Design A Shield Competition you really can bring YOUR shield! We invited the community to submit their design for a chance to be featured in the game.

Two brand new designs will be added to the game inspired by your concept art. The first winner will be chosen by Amplify Creations as their favorite design. A second winner will be chosen by the community! We should point out that we are not looking for actual game assets, all entries must be submitted in image form.

All designs submitted before 14th September 2018 will be uploaded into an armory-like album on the Decay of Logos Facebook page where everyone can view the designs and vote for the shield they’d like to hide behind when dueling formidable foes like The Lumberjack giants!

When can I enter?
Starting from….. now!

How do I enter?
It’s as simple as slaying a chomper! Just submit your shield design as an image to the Decay of Logos Facebook page with #DesignAShieldCompetition, use twitter @DecayofLogos or @RisingStarGames with the #DecayofLogos and #DesignAShieldCompetition hashtag. Alternatively, you can also send your entry directly to [email protected] – we’ll add it to the official album for you.



Great! How long do I have?

You have until 14th September 2018 to make sure your shield is uploaded. The voting amoury will open shortly after this closing date.

And when do I find out if I’ve won?
Winners will be announced on the 25th September 2018 via the Decay of Logos Facebook page and Twitter.

Is there anything else I need to do?
Perhaps an epic name and some flavor text for your shield would be nice to let us know from what depths your shield has been forged! Winners will be asked for their name (to be credited), suggestions for lore and their inspiration behind the design after the competition. If you would also like your signature engraved on the back of the shield, we would be happy to add it!

I live in a far away land, can I still enter?
Of course you can! The competition is open globally to all artists and creators over 13 years old.

Can I make my shield on fire and have unicorn horns attached?
Sure, go nuts! Just keep in mind the shield must fit within a fantasy universe and weldable in one hand by our adventurer. We have existing shield shapes in the game that would make good foundations for your design. These are: heater, round, wankel, kite and buckler.

Can I make a 3D model or build it in real life?
If you are more adept at bringing your creations to life in 3D, by all means get sculpting! However all submissions must be uploaded and presented as flat images.

I still have questions!
Post your questions here, at the Rising Star Games or the Decay of Logos Facebook page and they will be swiftly be answered. Furthermore, please check the competition’s Terms and Conditions.

All of us at Amplify Creations and Rising Star Games are very excited to see what designs you come up with.

Now, regarding our gamescom experience, we had an excellent time at the Koch Media booth with Rising Star Games and Thunderful!

gamescom 2018!

It was truly exciting, we had non-stop interviews and press hands-on with the PC, Switch and PS4 versions of Decay of Logos!
Unfortunately, we weren’t able to take the XBox One Kit, but it’s on par with the PS4 version.

gamescom 2018!

We definitely had a blast, it was a bit overwhelming to be surrounded by giants and we wish we had a chance to try each and every one of them!

We’ll see you guys next week, good luck to all who participate in our contest and thank you for reading!

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DevBlog 120 / They are Legion!

Hello!

We have made quite some progress this week, both in terms of polish and the addition of new content!

The enemy list has grown with the addition of a new flying creature, that is still being worked on but we’ll definitely share some screenshots in an upcoming blog post, together with new variations for the last remnants of the Ancestor legion, that will be some of the toughest foes that you will encounter throughout the land. Here’s one of them for your viewing pleasure:

You’ve come to the wrong neighborhood!

We’ve also started to work on the visual effects, as most of the ones we’ve been using are simply placeholders, and we have several new ones planned! Animations for both the main character and some enemies are being tweaked and polished, and we’re sharing an example with you:

Old Ancient Soldier animation!

New Ancient Soldier animation!

Finally, there was a major effort in cleaning up the code, while also adding a debug menu with controller support for the consoles, in order to help with development and QA for them.

Regarding the gamescom event, our team member that was present to showcase the game had a blast but, unfortunately, he still hasn’t arrived due to a flight delay, so we’ll have to share all the juicy details of the event next week!

Thank you for reading, have a nice weekend!

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