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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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DevBlog 119 / Meet us at gamescom!

Hello!

We’re happy to announce that we’re bringing Decay of Logos to gamescom 2018, together with our publisher Rising Star Games! The event will be hosted in Cologne, Germany, more specifically at the Koelnmesse exhibition center, from the 22nd to the 25th of August.

Meet us there!

We would love to meet you and have you check out our game, we’ve added a whole lot of polish and content to the Decay of Logos show build that was showcased in Unite Berlin so, even if you already had a chance to play the game before, we’re confident that you’ll be surprised with how much things have changed!

You can find us at the Rising Star Games room 10-11, Koch/Deep Silver, Halle 4.2, Stand D021-B020, Messeplatz 1.

The Blacksmith’s workshop.

Regarding this week’s progress, the focus was mostly on the console ports, together with some further polishing and QA for the aforementioned build. A lot of progress was made in the Nintendo Switch and PS4 versions, and the XBOX One version will definitely be focused later on.

The mysterious bard.

We’re also sharing some screenshots from the latest build, enjoy!

Water you doing there?

Thank you for reading, we hope that you can visit our booth and have the opportunity to check out our game, have a great weekend!

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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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DevBlog 117 / Hammer to the Forge, Mace to the Face!

Hi everyone!

We’re excited to share with you that we’ve finished the combat animation overhaul, they’re all in-game and being tested as we “speak”!

This brought dramatic changes to the combat’s feel and pace, bringing it much closer to our vision. Here’s a taste to brighten up your weekend:

Mace to the Face!

There’s also another noticeable change which should be quite apparent in the above image if you’ve been following our devblogs for a while, and that is the visual polish we’ve been doing. We’ve tweaked the post-processing and illumination of our initial areas, and also took the opportunity to tweak environment sounds, improve loading times between different zones, tweak the enemy placement, add some ambushes and even some additional surprises throughout the game!

Some new assets were added as well, including new item icons and the town blacksmith’s tools:

Hammer to the Forge!

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

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DevBlog 116 / Vines and Warfare

Hello!

Curious title right? Hope you’re having a great friday, we’re back with some freshly baked goodies just for you!

We’ve been working on vines lately, and we’re not talking about those short and funny clips, but the pesky plants that will get in your way until you can find the means to get rid of them for good. Since we’re so considerate, we did add a few ways of doing so, yay for us!

Vine burning down, still work in progress!

Fire is the key here, you can use a weapon buffed with fire, a spell or even your torch if you get it lit. These will be temporarily blocking certain doors or treasure, and if you’re not able to deal with them at that time, you can always return later to explore. Also, do note that the effect shown above is still a work in progress!

Hope it doesn’t have anything inside that melts!

In order to provide more immersion and some visual storytelling, we’ve built ( and then destroyed, mwhahaha! ) some trading carts, used by merchants and plebs who obviously wanted to take their belongings from one place to another.

Such a lousy parking spot!

There was also an overhaul of the Vallis Sanctum puzzle, which is the largest and most complex obstacle you’ll face in the game.
We’ve actually decided to have 2 floors instead of 4, in order to make it more accessible and feel less of a chore in future playthroughs, for those who enjoy the additional challenge of the New Game plus mode.

Lastly, here’s another work in progress animation for the new movesets, which are nearly done and are adding such a better feeling to the combat overall!

Sword uppercut!

See you next weekend, hope you’ve enjoyed our progress!

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DevBlog 115 / Let the old be new again!

Hello friends!

This week we’re starting you off with a little treat, a comparison of the old version of the game with the new one!

Let the old be new again!

We’ve also been having a whole lot of fun with the new combat animations, both in their conceptualization and in the in-game testing!
They truly add a whole different feel to combat, putting additional emphasis on the weight of the weapons and the effort put into each specific attack, also allowing for better feedback when it comes to executing the combos. Also, we’re about half-way done with them!

Together with the combat animations, the logic for the Knuckle and Spear weapon classes has been implemented, both being new weapon types that have been discussed before and will definitely provide more options and variety on how to keep baddies at bay.

The canyons sure seem inviting!

The cutscenes are also continuously being refined, we really want them to convey all the emotions and personalities of our NPCs and scenarios, so we’ll keep on tweaking them until we believe they’re perfect.

Always mind your surroundings!

Last but not least, additional props have been created to embellish our world, as the new windows and shrubberies were a good starting point but not nearly enough, so here are some of the latest additions that are specific for caves and the likes, spider webs and roots!

We hope you’ve enjoyed this post, see you next friday!

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DevBlog 114 / Fly like an eagle!

Hello dearest community!

Fly like an eagle!

Don’t let the title fool you, this animal is actually a hawk, and its purpose is for you to find out, not for us to tell…

So, after setting in some mistery, we’re going to make this week’s blog post short and sweet, like the Elk’s favorite meal, Lulaberries!

All of the audio recordings for the characters’ voices are done and already in-game, and the music is coming along nicely and will soon be complete as well.

A new phase of polishing and balancing will also take place in the near future, together with additional work into the console ports.

On the artistic side of things, the cutscenes are all getting a little bit of shine and tweaking before we’re done with them for good, and more progress has been made into the new combat animations, each of them being added into the game almost as soon as its ready!

POW! Right in the kisser!

Oh, and we’ve been designing and adding some new extra props to populate the scenarios, making them feel more rich and detailed, here’s a screenshot of some additional windows we’ve been crafting:

Care for some window shopping?

As you can see, it’s been an extremely busy week, so we hope you’ve enjoyed the content we’ve decided to share with you all today!

See you next Friday!

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DevBlog 113 / Polishing like there’s no tomorrow

Hi there!

This week we’re bringing you some polish-in-progress screenshots and details, so lets get right into the news!

New environments!

Our workflow has improved ever since we’ve started working on the game, and new materials and assets were added and improved throughout development, so we’ve decided to do a major overhaul of the initial areas of the game, as we’ve shared in a previous post.

More new environments!

Alot of work has been put into this but it payed off tremendously, we’re extremely happy with the result, especially considering how consistent the world feels and plays with this improvement!

Taking into account all feedback we’ve received and our own play test sessions, we also continued working on adding new combat animations and tweaking the ones already being used, in order to provide the best feeling and feedback we can to combat, which is one of the pillars of the game.

Take it, it’s yours!

For the next week, we’re going to add a new cutscene into the game that will introduce players to the basic logic on interaction between the Elk and Ada, here’s a sneak peek!

Have a great weekend everyone!

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DevBlog 112 / Unite Berlin Feedback

Hey there, we’re back!

…the team that went to Unite Berlin 2018, that is! And we have some photos and information to share regarding the event, our booths and all the feedback and love we’ve got from the community!

A panoramic view of the event area, where hundreds of visitors and developers gathered!

The event area was HUGE, with so many people attending that our booths were busy at nearly all times, which was amazing! As we’ve stated in a previous post, we had two booths in the event, one for the Amplify Creations tech, and another one for Decay of Logos which, as some of you already know, uses all of our assets.

The Amplify Creations booth revealing the new Impostor Editor, featuring our talented Developers Paulo and Ricardo!

In the tech booth, we had Paulo and Ricardo, two of our developers, showcasing our upcoming asset Amplify Impostor Editor, while also providing information regarding the award winning Amplify Shader Editor to all those who were also interested. We were overwhelmed with the excitement of the many attendees and developers who were interested in our new tool, and it was also a pleasure meeting so many people whom we’ve already been in touch with through forums and email!

The Decay of Logos booth, featuring charismatic Hugo from Support and QA!

In the Decay of Logos booth, we had Hugo from Support and QA and the other Ricardo, Producer and Developer Relations at Amplify Creations, spreading the good word about our passion project! We were extremely pleased to see how solid the show build performed, and gathered plenty of useful data that will be invaluable for the polish and balancing phase, that we’re currently on.

The showbuild consisted of two areas from the main game, where we’ve tried to fit as much variation as possible, the first one with the initial enemies that you will fight in the initial areas of the game, and the second one with advanced enemies that you only meet about 4 hours in.

Dozens of gamers and developers played the game, and most were kind enough to share their opinion regarding the experience they’ve had!

Thankfully, most enjoyed the visuals, the world and the character design. While many also enjoyed our simple approach to character progression and combat system, it came to our attention that we still need to tweak how the difficulty scales in the show build, and we will definitely be making it more balanced for the upcoming Gamescom event!

All in all, it was a very positive experience and we were delighted to meet so many people throughout the three days of the event and to have gathered so much valuable feedback!

Also, it was also a pleasure to be next to our publisher, Rising Star Games, that was there to showcase Trailblazers, check them out!

See you next friday for another blog post, and thank you for reading!

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