Hey, guys, Tomé here! Since André and Pichel are currently enjoying some well-deserved vacation time, only Iuri and I got some stuff to show you this week.
I worked on another stone built prop, a “Tempietto”. Like in previous assets we developed, this monument is composed of separate parts that can be hidden or relocated in order to organize different ruin compositions.
The Tempietto.
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!
This week André helped the art team by doing some improved scenery meshes from the blocking mesh for the underground passage in the swamp zone (a new area we are working on). André also worked in something he wanted to do for some time, foliage dithering fading.
Dithering per vertex when the camera is too close .
André also did the same effect but per object when characters get too close to the camera.
A reworked streaming logic is in the works, more fluid and efficient logic that can’t be noticed even if the player has a HDD disc drive (or for consoles).
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:
The new WIP walk cycle.
Tomé has been producing some more tree models to spread around the game environments, specially dead trees for the swamp area we are working on. He also developed a few modular stone pavement groups that can be combined together to form roads.
New trees for various new zones.
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.
More illumination iterations were done this week. We encountered some light probe problems and had some lighting misconfigurations, but we are working on it. Most of them are related to our scene streaming system and light baking workflow.
Illumination tests.
Tomé made some concept tests for a rune stone that the player can interact with. These rune stones are strategically placed near points or areas of interest informing the player about story lore, area information or even gameplay. We are trying to have as little as possible distracting on screen tips during gamplay, these runes and some hints in the re-load screen are given to maintain the immersive experience but the core gameplay will be clutter free.
Rune Stone and alphabet concept.
We are doing some tests for an ancient alphabet for the ancient civilization ruins and runes like in the concept above.
Pichel is finishing the high poly of the player’s companion, he followed the concept posted in the previous devblog but naturally some changes were made to match the 3D perspective.
This week we did some more illumination tests, still not as we would like it to be but it’s getting close! Next week we will update the Amplify Color LUT textures used, our idea is to create an immersive and smooth transition between interiors and exteriors. The use of Volume based blending per-area really helps us quickly test and improve the game look without adding to the work load.
We adopted a tetrahedral light probe placement instead of a simple evenly spaced grid and so far we are getting good results on dynamic objects.
Some issues still to fix but getting closer to the final version.
This week André made a few tweaks to the enemies AI and improved their adaptation to specific situations, in a game as ours AI is a constantly evolving area. For example, an enemy may adopt a defensive AI state depending on its weapon state; if its shield is about to break he will likely try to use it less and evade the player attacks, depending on the enemy it might even strike more. Enemies will also become gradually more offensive the longer they have to defend themselves from player attacks. On the animation side we also apply specific variations that required tuning.
Pichel is working on the new companion 3D model. We had several concept iterations until we arrived at the current result, while he’s doing the body High Poly some small changes might be made to the improvised settle and additional props.
More fantasy iterations.
The last concept made.
We are still not 100% sure about the item bags or props attached to the legs.
A very important character in this game is the player’s companion, previously mentioned in the game description. Your companion can help in some puzzles, serve as a fast travel option and can store additional weapons, armor and potions that you can’t carry with you. But it can’t follow you everywhere! Some places can only be accessed with the player alone, for example: when you need to climb something, your companion will wait for you below; in this type of situation you need to manage what you bring with you and what stays with your companion, since your inventory is limited and your companion can carry many more items.
Early concept by Jeffrey Ferreira.
This was the very first model of the game (Modeled, rigged and animated by our programmer André), and it is still the model used for AI logic tests and behavior like in the gif below. All the mechanics and logic mentioned above are already implemented.
Here we can see some automatic object avoidance, the Elk automaticly avoids major falls and objects like trees even if the player forces it.
We are trying to make the Elk’s movements the most organic possible, like previously mentioned, in situations like avoiding falls and trees, and by reacting to enemies close by. If the player is adventuring around and exploring, your companion won’t stay in the same place waiting. Our idea is to have a character with personality that you can mount and interact with, not a soulless prop.
Some details like foot IK and body position relative to ground or slope will be implemented to enhance the organic feel. This behavior is highly influenced by Shadow Of The Colossus Agro’s behavior (the companion horse).
WIP, for tests only, not the final model.
We are still exploring the Elk’s design, and that is currently one of our top priorities. Next week Tomé will make the final concept of the Elk for Pichel to model. Next step is new animations.
In this week of work André did some bug fixing and gameplay polish while Tomé and Pichel finished the ruins asset modules.
Today we will show you a floor plan preview of the area we are working on which expresses the planned size for the first Act of the game. The areas highlighted with the white contour are the ones we are currently working on. We are building assets to populate every zone fittingly, for example, if it is a predefined dry and rocky space we will not place colorful flowers. In the second Devblog we have shown you guys a mini boss encounter that occurs in the area zoomed in the map below..
Floor plan preview of the first Act.
André improved and added more features to combat, like a new trail system (for weapon swipes) and improved bow targeting system. A new Quicksand mechanic was implemented which will have many players trapped when they try to reach some items in isolated zones.
New trail system preview.
Pichel and Tomé are working on texturing all the assets we have shown in the previous blog post. Here are a few examples of floor tileable textures.
This week we have some character concepts and models to show. It’s the most predominant enemy in the first area of the game.
Concept exploration and orthographic views.
For reasons we won’t spoil, some inhabitants of this world are mysteriously turning into wooden aberrations. The goal of the concept above was to visually establish two phases of this process. In the first iteration, the flesh turning into bark is supposed to be very apparent, while in the second one the body of the villager is already fully transformed. We really wanted it to be clear that these individuals were not always like this, hollow wooden creatures – they used to lead normal lives.
It’s pretty hard not to draw comparisons to the character Groot while designing treelike humanoids, but the way we tried to distance ourselves from that was to stick as close to the human silhouette and anatomy as possible. In essence, the transformation is material, and most of the human form is maintained.
We are a very small team, so we developed a strategy for the enemies to appear and feel different each time the player encounters them.
Most enemies have adaptive AI, and when the enemy is instantiated a Behavior Tree is assigned randomly.
For example, if a Defensive BT (Behavior Tree) is assigned, the enemy will have a shield and act more defensively, going around you and only attacking sometimes. If an aggressive BT is assigned, the enemy will not have a shield and will attack more, and so on.
It terms of visual presentation, randomly instantiated parts will be added to the enemy giving diversity to his silhouette. One interesting thing is that the more attached parts the enemy has, the higher his defense is.
In the past week André was freeing some work for Pichel and Tomé by 3D modeling an area and populating it with props already created. Next step will be texturing the terrain.
High poly and Low poly models.
Pichel was working on the enemy we showed above. UV mapping and low poly is done, and he’s close to finishing the additional parts.
Tomé is working on the 3D modules of the Ancient Ruins we showed in the previous blog post.
Time for some architectural concepts and new area studies – the game has more than colorful woods! We want to showcase a few additional environments that will be in the game, from very bright and vibrant (like you have seen in previous blog entries) to dark dungeons or windy barren landscapes. The scenery will mirror the player’s mood and experience as they explore our game world.
Tomé, with his architect background has been a great help designing and constructing the ancient ruins that populate part of the world.
Forsaken ruins of an ancient civilization.
We are currently working on other areas like the swamp below while trying to maintain the same stylized look. During their journey players will smoothly transition between different areas, we are going to use the mood as a storytelling device, each area will be unique in it’s own way. It might even be a way to tell the players what kind of challenge they should expect, we are still experimenting and it has been great!
Today we’ll show some concept art and 3D models of the game, most of them are already in-game.
In the beginning of the game you are most likely to find this set of weapons.
The high poly of the main character.
This week, Tomé did some architectural 3D and concept studies for the ancient ruins which populated the world and in past were once the home of an ancient civilization.
Pichel among other things has been revamping the first enemy you face in the game. We will post some concepts and high poly models in the next devblog post.
André made a small pause in game development and joined the system management dark side. He transferred our cloud solution for project management to our local linux server with Bitbucket Server (VCS), JIRA (project management) and Bamboo (auto-builds) cross integration, plus a robust backup system for our projects. During Pre-production we used Github and Trello.