Tag Archives: WIP

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 111 / The calm before the storm

Greetings!

While our teammates from the tech side of Amplify were busy showcasing our products at Unite Berlin, the rest of us kept working on the game… So we do have some goodies to show!
To start things off, here are some shots from the last area of the game. The Palace is still work in progress, but we feel like we can already offer some sneak peeks.

Imponent King Statue !

The calm before the storm…

The process of revamping the terrain meshes is pretty much complete. Below you can see a “before/after” comparison – we added more geometry to help with both the silhouette and the vertex painting.

Terrain mesh revamp!

Meanwhile, the last cutscene is finally in game, featuring perfect integration with gameplay. Also, the intro of the game is going very well – it’s a mix of a cutscene and gameplay.

Next week we will recap the Unite Berlin experience, have a great week everyone!

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DevBlog 110 / Meet us at Unite Berlin!

Hello!

This year we’re going to be present in Unite Berlin with two booths, one for Decay of Logos and another one for our Amplify Creations gamedev tech, so you’ll have a chance of trying out the game AND also to know more about our products!

Visit us there!

If you have the opportunity, come and visit us to meet the developers and play our game, we will definitely love to meet some more of our community members and fans!

Regarding this week’s progress, we have started working on using our newest asset within our game – Amplify Impostor Editor, which has already been submitted and is going to hit the Asset Store VERY soon.

We’re going to be using it in great scale in objects like bushes, trees and other small props, in order to achieve a considerable performance boost without compromising the user experience – you won’t even know they’re there!

New Bushes and Impostors LODs!

In addition, this is also extremely powerful for further optimizing our console ports, so we’re very excited to test the results.

We’ve also continued polishing textures and animations, doing Q&A runs and fixing bugs, so every day that passes the game matures into our vision!

To those who are visiting us at Unite Berlin, looking forward to meeting you soon!

Have a great week everyone!

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DevBlog 109 / Hoarders, rejoice!

Hi everyone!

We’re here for another weekly devblog post, this time with some fresh, new screenshots to share, and some additional information regarding our progress!

Hoarders, rejoice!

We’ve finished adding some additional content and logic to the village, such as the bottomless well, that you can see in the screenshot above, which allows you to stash all the goods you find without any limits.

Perfect for anyone who, like us, loves to hoard stuff!

Look how cozy he is now!

The NPCs’ positioning has been adjusted, and they will show up as you meet and interact with them during your adventure, and the village’s mood will be changing as you progress in your quest for the truth.

We’ve also continued to work on polishing the game, adding some further detail to the characters’ textures and animations while also reworking the terrain for certain areas, as we’ve mentioned in a previous post.

And now for something completely different!

We’re sharing a sample of the music that’s being worked on for the village, which will also change dynamically throughout the game, let us know how you feel about it, all feedback is welcome!

Next week, we’ll do another extensive bug fixing run with all the issues and nitpicks we’ve found during out daily QA sessions, which have been both fun and gratifying as we see the game shape up to our expectations!

Enjoy your weekend!

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DevBlog 106 / Work, work!

Hello fellow readers!

This week we’re writing a short post, as our efforts are currently focused on QA and bug fixing. We’re also finishing the implementation of the new UI, with special attention to user experience, and tweaking the FMOD system that has recently been introduced to the game! Here’s a totally unrelated image:

A soothing environment for your enjoyment!

There are not many details that we can share regarding the above, as bug smashing is not as interesting to write or read about as to actually experience the arguable thrill of figuring out what exactly went wrong and how to replicate the trickiest issues, which sometimes requires inhuman perseverance and unbreakable spirit!

At least we’re not stuck with recording and going back and forth in VHS tapes, right?
Thanks to technology, we make use of software that allows for recording through a replay buffer, so all it takes is a key press and we’ve captured that nasty bug on a short video file, proceeding to watch a few times until figuring out how to replicate it consistently and then jot it down step-by-step, which makes it much easier to be tackled by our code wizard.

We also make use of several debug data present on screen, including key press information, which really helps!

That will be all for this week friends, lets see what we can cook up for the next one, see you!

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DevBlog 105 / Treats for the eyes and ears!

Hi!

Remember us mentioning in the previous post that we’re cooking up some new weapons? Some of them are already modeled and ready to be pushed into the game, feel free to let us know what you think:

Pro-tip: poke the baddies with the pointy end!

Also, the small introductory area, that will serve as the starting point for Decay of Logos, has just been completed! It will provide some gameplay and a cutscene, allowing for players to be introduced to the game’s Lore and mechanics just before being set free to roam our world.

Next, we’re going to overhaul the initial terrain and environments, bringing in some of the workflow that we’ve adopted while setting up the more recent areas, since these zones are ancient in terms of their development stage. In practice, they’ll be tweaked to look better, play better and feel better!

The new HUD is also in the game in its entirety, and its a treat to the eyes while also providing an overall better user experience while navigating those menus!

New UI, simple and elegant!

On the more technical side of things, namely audio, we’re done with fully implementing FMOD, a sound engine used by many popular titles, both AAA and Indie, that melds quality with flexibility. Trust us, your ears will love it!

We hope you’ve enjoyed this update, tune-in next week at the same time for more Decay of Logos goodies, and have a great weekend!

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DevBlog 104 / More weapons, more fun!

Hello everyone, hope you’ve all had a pleasant week!

We’ve always intended to develop some new weapons to add even more variety to combat as soon as the major areas of our game were completed, and the team has decided that time has come! Our in-house carpenter has just been shifted to the smithy, where he’s currently tackling the following blueprints:

One of these weapons lets you be one step ahead of your enemies, guess which!

There has also been some further planning and discussion regarding our older animations, while also taking into account all the feedback we’ve received so far from testers, QA and players at PAX, which has lead us to start working on tweaking and improving some of them. Below you can see our old dodge animation first, and then the new one, which is still a work-in-progress, which provides better visual feedback to the action, and provides a better feel to combat:

Guilty feet have got no rhythm!

The new dodge animation, wip!

Last but not least, we kept the QA and bug squashing going, and every week that passes the game feels better and plays better, which is extremely gratifying and motivating!

That’s all for this week, have a pleasant weekend and stay tuned for more!

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DevBlog 103 / Statues and visual story telling

Hey!

This week the team has worked hard on finding and fixing the bugs that have been spotted during PAX. Simultaneously, all of the game’s audio has been converted into FMOD, which grants us greater control over how we want everything to sound like, with a much more flexible workflow.

On the art side, the development of the last area of the game is progressing nicely, with all the final meshes and textures already in place within Unity, awaiting the detail and polish passes.

The statues we have mentioned previously are also pretty much finished, and we can’t wait to start placing them around in the various locations of the game to really strengthen the visual storytelling.

Scary Statues and palace props.

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DevBlog 102 / Working hard!

Greetings!

Sorry folks, this week our devblog is a bit simple. We are all deep in development in an effort to work out any issues we find along the away and polishing everything we can!

The PAX feedback has been extremely valuable, we’ll definitely be able to offer a better experience once we tidy up.

A big shoutout to our publisher, Rising Star Games, for sharing more about Decay of Logos, you should definitely follow their Twitter account.

Ada: On a journey for revenge accompanied by her mystical Elk companion, Ada will unveil secrets about the ruling King and his sons – slowly realising that all is not what it seems…

They also ran a small challenge (we might be doing more of this, it was pretty cool!) where you had to guess the inspiration behind one of the scenes in our game.

Can you guess what inspired it?

Stay tuned for more next week, and thank you for coming by!

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DevBlog 101 / PAX feedback and dungeon work!

Decay of Logos at PAX East 2018 – Rising Star Games

Another phenomenal PAX East, this time with our publisher Rising Star Games!

Our game reception was overwhelmingly positive but we also gathered a lot of feedback that will definitely help us improve its gameplay. It was great meeting some of the people that played our game during last PAX, even better knowing that they were extremely happy with the improvements we made to Decay of Logos since 2017.

The Switch was definitely a favorite during PAX, we were positively surprised by the amount of players interested in that version! Rest assured that we plan to provide the same full-blown experience on all systems!

If you have not already be sure to check out the IGN interview featuring exclusive Switch footage.

IGN – Decay of Logos Switch Preview

Back in Portugal – Without spoiling much, André dedicated most of the week to dungeon related work; you’ll be happy to know that they are nearly complete, and will prove to be quite the challenge!

Dungeon exploration!

We’ve also been producing important storytelling assets that will enrich the Palace interiors, such as busts and statues. The way we’ve developed them allows us to apply different materials, like iron or stone, which means we can use them in many areas throughout the game. In the meantime, various tileable textures had to be made for the Romanticist rooms and chambers of the Palace.

Special thanks to Rising Star Games and Reverb Inc. for their amazing work and dedication!

Final day, team photo while they stole (packed) our booth! @DecayofLogos @RisingStarGames @ReverbGames @GroundShatter

Have a great weekend!

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