Category Archives: Level Design

DevBlog 145 / An extra touch of identity

Hi everyone!

We’ve done a quick balancing pass throughout this week, together with the usual work on lighting and bug fixing for both PC and Consoles.

One of the tasks we’ve been tackling as of late is the placement of Reflection probes all throughout the game world. Having these really allows us to add an extra touch of identity to each location, making them feel different, alongside the lighting, sound and materials.

Reflection Probe workflow.

In the image below, for example, we have a Reflection Probe with a fairly high Intensity number in order to make the cave seem damper:

Improved lighting and shadows.

That’s all for this week, thank you for reading!

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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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DevBlog 136 / A beacon of light

Hello!

Today we’re sharing a sneak peek at two exquisite weapons that have recently joined the armory, behold:

A Knuckle set and a Mace.

To the left, we have a Knuckle set that is fashioned out of a certain foe that we’ve previously introduced, can you guess which?

To the right, our latest addition to the unique items that you can find hidden within the world of Decay of Logos, Lucerna!

What makes it unique, you might ask? This weapon has a special behavior that is revealed as soon as danger draws closer:

A beacon of light!

We’ve also continued with the usual polishing, optimization, QA and bug fixing, of course!

And that’s all for this week, thank you for reading, we hope that you all have a great weekend!

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DevBlog 135 / Storytelling Decals

Hi!

Another week goes by, bringing further beautification and polish, together with more QA and fixing!

As promised in the last post, we’re sharing another example on how the decals can make a huge difference, allowing our beautification artist to experiment on the fly with different feels for certain areas:

Storytelling Decals!

The original room is on the left, unspoiled by the decals that are introduced on the right, covering the floor and the edges of the walls.

A whole different message is transmitted to those who observe their surroundings, allowing for that extra layer of storytelling that we love!

That’s all for this week, we have something different in store for you all next friday so stay tuned!

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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 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 118 / A new hope?

Hello everyone!

We’ve just finished adding new props to the village, in order to breathe more life into it, as you can see in the image below:

The Song of Drying!

These include clothes drying poles, swings, pottery and more, some of which will appear as you progress through the game. The hamlet will reflect the protagonist’s actions, be it the outcome of a great battle or some other event that took place in a different area, and every time you return you’ll notice that certain changes took place. Could these be signs that life might eventually go back to normal, and that peace will take the place of war?

Cabbage fight!

The pottery is also one of the new destructible items, adding more variety to certain areas of the game, here’s an image on what can happen if they’re not handled properly:

Who knows what may lie inside?

All of the dungeons, or Arx, have been finished and might still undergo a few tweaks in order to make them even more interesting, such as improved enemy placement or even ambushes. Also, some of the new combat animations and movements were polished, and we’ll keep play testing and tweaking them throughout the next week.

On the more technical side, as the time for furthering the development of the console ports draws near, we’ve redone the input system, in order to allow for more flexibility when integrating with other platforms.

That is all for this week, see you next Friday!

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