Tag Archives: Interactions

DevBlog 36 / Darkness creeps in

Hi everyone!

Once again, this week André was improving and fixing some stuff following the feedback we got from Lisbon Games Week. Some UI changes and rearrangement were done for a more readable inventory, for example. Two handed swords will also start to behave like one handed ones, since various testers sheathed the weapon by mistake in the middle of the combat. Also the Elk control and camera were improved, and probably a change in the controls will be made at a later stage. Since the prototype that the inspiration for the Elk control was Shadow of the Colossus, but maybe it is time to test a new control system, more similar to the Girl control. We will have the chance to test these changes at Comic Con Portugal.

We also revamped the area with the cave tunnels in order to achieve a more immersive ambiance.

Close encounters of the slime kind.

One last thing, we are having a lot of fun doing some promotion captures with the cinematic camera 😛

Wandering in the swamp.

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DevBlog 31 / The Wanderer and Elk treat mechanic

Hi everyone!

This week Pichel finished the first version of the Wanderer, the next version will include a cape and additional details. This is a very important NPC that will appear several times through your journey and will keep you informed about lore if you talk to him. He is also currently working on new enemy variations.

The Wanderer model next to you for scale.

André and Iuri continued their work on the treat mechanic. In order to mount the elk, players will have to gain its trust by feeding it a particular type of berries. The player can then mount it for some time, provided that there are no enemies around. The elk is not meant to be a simple mount, but more of a journey companion. Tomé did a berries prop plant that will be available in some zones (larger zones). You can pick them up and feed them to the elk at any time in order to mount it and travel through the world faster. Be very careful when approaching enemies, the elk will likely force a dismount and run away!

Revisiting a calm zone.

Raw run animation clip.

Berries Plant prop.

André also did a complete rewrite of the elk mount control code, it had a lot of prototype junk, a total revamp was due. This piece of gameplay is heavily inspired by Shadow of the Colossus control and feel. He improved the elk turn control, the object avoidance and the enemy reaction threshold system.

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DevBlog 30 / The cave of NOPE!

Hi there!

This week André was working with Iuri on the treat mechanic. This is a mechanic where the player needs to gain the confidence of the Elk by feeding it. Then the player can mount it for some time if no enemy is near. Since the beginning, the Elk is not meant to be a simple mount, but more of a journey companion. André also improved the deferred decals and started polishing/fixing the action of riding the Elk and its control logic with the new animations.

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.

In some places a torch is mandatory.

Pichel has already finished the high poly model of the Wanderer (we’ve shown the concept in the previous blog entry) and is almost done with the low poly version. Similarly, TomĂ© wrapped up the high poly model for the Wanderer’s guitar. We’ve decided to change its design a bit so it would be reminiscent of the traditional portuguese guitar, with a fantasy touch. You can check both the character and his musical instrument below.

The Wanderer high poly.

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DevBlog 27 / Dynamics, NPCs and facial Animations

Hi everyone!

AndrĂ© was busy adding some dynamic bones for our characters, and save a lot of time in animations. Small portions of the model like pony tails or small bags now don’t need to be animated so the animation pipeline is more straightforward.

Dynamic jiggle physics, exaggerated effect.

He also added a first version of Audio Occlusion. In practice, the sound is occluded by a low pass filter and the volume is decreased when not in sight of the audio listener. This leads to a more immersive experience, since the player will be able to notice when a sound comes from inside a building or from the outside.

Iuri this week improved the main character’s RIG, imbuing her with a lot more feeling and life. Now we feel like we’re able to convey emotions more easily, which helps a lot with storytelling.

New facial animations.

Pichel is currently working on a very important character, which we will show further down the road. He recently finished up an NPC, a prisioner, and you can check below how the model looks in-game.

Prisoner NPC.

Also check it out our newest WIP gameplay trailer:

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DevBlog 16 / Back to work

Hi there!

Last weekend we showcased the game to some developers and players and some new bugs were found as expected. Some we already knew about and others were simply created when AndrĂ© was doing the combat demo scene we’ve shown. First thing Andre did in the beginning of the week was to fix these bugs and tweak the combat (feedback was very important). Seeing players playing and looking at what they do with the controller is very enlightening for improving small nuances in gameplay and making things more intuitive. This is a process that we intend to repeat in ever showcase we’ll do.

TomĂ© worked on some props this week. One of them is a very important prop – it’s basically a resting spot where one of our mechanics takes place. When the player uses it in order to recover, an ambush can randomly occur during the night while sleeping.

Old view on the left, current view on the right

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.

Old view on the left, current view on the right Old view on the left, current view on the right

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.

Old view on the left, current view on the right

The prisioner.

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DevBlog 14 / Replacing placeholder mechanisms

Hi there!

This week, André and Tomé worked on replacing some old interaction and mechanisms placeholders with quality, animated and fancy shaded 3D models. Small logic additions and adaptations needed to be made to fit the new art.

Old view on the left, current view on the right

Some new props, girl model for scale.

André is also doing some logic changes in order to streamline the localization process, the entire user interface and game text will have support to various languages.
Iuri is also replacing placeholder animations and doing some new ones for the mechanisms mentioned above.

Old view on the left, current view on the right

A Journey checkpoint is always important.

Pichel is working hard on finishing the 3d model of the player companion. The next step is rigging it.

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DevBlog 13 / Animations

Hi everyone!

This week AndrĂ© added some new mechanics he has been developing for the swamp zone, like quicksand and other traps. He’s also working on fixing the terrain mesh and polishing the level design of that zone. Some bug fixing, code polishing and optimization was done too. Interior zones are more optimized now, the light culling masks were not set correctly but as soon as we fixed it the performance increase was noticeable. Ranged enemies are now more efficient when it comes to killing the player.

We would like to officially welcome Iuri Monteiro, our new animator. We have been using mostly temporary and altered asset store content but now, with a dedicated animator, we can finally define each character’s personality and improve the overall consistency and fluidity. Expect great things in the upcoming months!

Old view on the left, current view on the right

New animations examples.

Meanwhile, Pichel has been doing the retopo of the Elk model, and he’ll start texturing it soon. TomĂ© is working on props like the ones you can see below – the Rune Stone (the concept art for it was shown in the previous Blog post) and the Shrine. The latter is meant to work as a checkpoint during the adventure.

Old view on the left, current view on the right

Shrine and Rune stone in game models.

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DevBlog 10 / Interior Testing

Hi there!

Our exterior and interior 3D modules are finally ready and we are assembling the buildings that were simple place holders a few weeks ago. We are still experimenting with the overall distribution and lighting of the area.

Modular props are very useful since they can be reused in other buildings, even on later chapters. They can be used as ruins too (with simple painting or decal variations). In the next couple of weeks, Level building will become much faster and fun.

Old view on the left, current view on the right

You can use stairs to reach higher places, they will also offer you clues to possible passages.

Some cracks, rubble and wood planks will be added later for added effect.

Old view on the left, current view on the right

Temporary lightning, this shot uses a very simple preview light setup.

We plan to have smooth and immersive interior/exterior transitions, visually and auditory. Duck volumes (exterior sounds like birds will be clamped when you are inside), eye adaptation and reverb zones combined will create an unforgettable experience.

Next week André will tackle dynamic spine IKs for biped and quadruped, and Pichel will be working in a new NPC.

 

 

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DevBlog 06 / Interactable Objects

Hi there!

While Pichel and Tomé are finishing the ancient ruins modules and the wooden assets, André is taking up the ones already finished and preparing them for in-game interaction. For example, we now have a breakable wooden fence and a crane!

Old view on the left, current view on the right

You can break planks of wood to reach some hidden zones.

Old view on the left, current view on the right

WIP model of the wood crane, that can be used to lift up or down objects.

Now, talking about the overall state of the game, all the mechanics logic are done (although we’re mostly still using placeholder objects) and we already did balancing tests with enemies and bosses. The level design of various areas are also done, ready to be populated with the new props. We are working hard to replace the placeholder props and characters, fix bugs and polish the visuals. With more playthroughs we will keep tweaking the gameplay and balance of the game.

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