Rocky shapes sketch for the “Rift Windmills” area.
The Kid is currently being animated, and we really want his carefree attitude to come through. This is a simple animation test to show of the cloth dynamics.
The Kid Test Animation.
Next week we will be working on the final chapter boss battle and event.
Remember the concept art for the Kid we have shown a few posts ago? We have finally wrapped up the model and textures for that character, and he is ready to be brought to life by our animator!
In-game model of the Kid.
On the environment art side of things, we have started to work on a new zone of the game, which is a canyon-esque area with lots of windmills. Here is a mood and shape concept piece that is meant to guide us while we produce and put together all the various new elements that will compose the scene.
Concept art for the new canyon area.
Comic Con Portugal was a blast! Lots of feedback and people testing and enjoying the game. We will definitely be back next year. For those who did not get a chance to play, be sure to keep an eye out for future updates.
On the environment art side of things, we’ve been experimenting with the mood of the sprawling underground tunnels below the swamp area. They are meant to be pretty dark, filled with stalactites and stalagmites that create interesting shadows when adventuring with a torch in hand.
This week, Amplify Creations moved to a new office, so the Decay of Logos team had the chance to improve and complete the Game Design Document of the game, and do a review of the overall production plan. Some minor plot holes were covered and the history was enriched.
Iuri is back to work after a deserved vacation, he’s working on the mount animations of the companion and player movement while mounted. Riding the Elk is a very important part of the game; we removed it temporarily because we only had placeholder animations.
Ricardo lent us a hand and did some awesome shader work to “fire up” the look of the wooden enemies we’ve shown in previous posts.
How’d it get burned?!
Instead of baking the burnt effect directly into textures, the shader allows for countless dynamic and randomized burnt variations. It’s a great way to empower artist and reduce production times.
Remember the Lumberjack fellow we’ve shown before? I started exploring how his house could look like in the game. It’s pretty big. Inside there will be a few surprises for curious adventurers!
An early concept for the Lumberjack’s house
Finally, I spent some time doing an overhaul of the modular stone building kit we have. I wasn’t too happy about the tileable textures I had developed before, so I made new ones, and added a couple of new props that hopefully help these structures start to feel like ancient ruins. You can see how the whole thing’s progressing below.
Before and after the visual upgrade.
From our animation specialist, we got the polished version of the walk cycle featured in the last post, and a brand new trot animation for the Elk!
The new model of the Elk is starting to come alive! Iuri began skinning and animating the Elk, and we hope to show gameplay with the new model in a near future. For now we have a very dynamic walk cycle:
Pichel made a lot of progress with the Elk model, and he has been investing a lot of time into making the fur work with our visual style. You can see how it’s coming along in the image below.
The various parts of this prop can be rotated or hidden to achieve different compositions and avoid repetition.
Meanwhile, Pichel is hard at work handcrafting the mystical Elk’s textures and experimenting with fur. He already finished the maps for the saddle, as you can see in the image below.
He also finished the High Poly of one of the NPCs that can be encountered in the beginning of the game. We will talk about him and the others NPC’s soon in a dedicated devblog.
We apologize for not posting an update last Friday, we were away for the entire weekend showcasing our game at ISMAI Legends, an event organized by the fine folks at ISMAI, a technology centric Portuguese University. The event hosted an E-Sports and a small GameDev gathering with varied talks and interesting guests. Not only did we have the chance to play some awesome games we also set up our own playtest area with a fully playable combat showcase area.
Feedback is awesome!
It was a great experience, we received loads of feedback that will definitely allow us to improve the final game. We are very happy with the results, the game was stable, the players had fun playing it and were mostly comfortable with the intuitive controls; those that were not provided valuable feedback on how to improve it. We took note of the issues found, as with any game in development there were a couple of animation and input problems regarding interactive objects, although the combat and navigation is already pretty cool we will definitely improve it in the next couple of builds.
Sprint like you mean it.
Some issues were pretty weird, the kind of problems that only show up when you are showing your game to a large crowd such as the sudden mini-boss multiplication bug seen bellow. We never encountered anything quite like i but it was pretty fun seeing players trying to fight them.
This was also the first time we showed off our game without restrictions, we are not quite ready to start posting gameplay videos here but we are getting very close. We also had the chance to give a talk about our game development process, it was a short but colorful talk about the game and the products made by Amplify Creations.
Andre describing how little we have shown of the game world.
Thank you for reading, don’t forget to check out our new blog post on Friday, we have some new cool stuff to show you.