Tag Archives: WIP

DevBlog 60 / Into the woods

Hi there!

This week we continued working on polishing the combat system, this time on the feeling of the combo attacks. We tweaked once again the window between the consecutive attacks that could form a small combo. We also added a slope detection so the player cannot climb to places that he/she is not meant to. In this case, the character will decelerate when the player tries to climb something with a slope greater that 45 degrees.

One thing that was asked of us at PAX East was an option to auto hide the HUD, so the player could have a more immersive experience. This was easily added, although, every time the player gets hit, changes weapon/potion, has low stamina or the current weapon durability is changed it appears again for a few seconds.

Beyond that, it has been quite a grind to populate and wrap up the environments. Getting the mood of each location just right is a big challenge. Here are some shots of the game that showcase what we are going for in a couple of areas, but keep in mind all of this is still very much work in progress.

Cabin in the woods.

Very WIP water temple.

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DevBlog 59 / Battle zone encounters

Hi everyone!

One of the dynamics of the area we are currently developing is the constant surprise of combat. While walking among the corpses of soldiers who have fallen on this battlefield, the player will never know which might turn out to be a threat. This mechanic has a threshold, so hopefully the player will never feel overwhelmed by the amount of enemies at any given time.

Careful where you step.

This week we have captured some gameplay footage to pinpoint some collision problems, add additional particles and polish some combat behaviors. We tested this approach so that the gameplay wouldn’t be filtered by the usual editing workflow, allowing us to really observe how things are coming together. We also added new stylized particles, but this is an ongoing process and it’s still not ready to be shown.

Art-wise, the creation of the new boss character we’ve mentioned before is progressing nicely. The concept phase is basically over and production has already started. We want the design to remain a surprise for now, but we decided to show a small teaser – the concept of the boss’ weapon. The team is committed to making this battle a pretty epic moment, so the weapon just had to be somewhat over the top!

Boss’ weapon concept.

We’re also doing some water tests like we said some time ago. There’ll be no ocean in this game, but small lakes or big puddles. Paulo (working on Amplify Shader Editor) has been lending the DoL team a hand by doing some ripple effect experiments. These will be used in some specific zones throughout the game.

Ripple test.

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DevBlog 58 / The Ancestor Soldier

Hi there!

This week we have finished the AI behavior of the Undead Soldier with the new animations, and started testing the group control with various enemies of this type, as well as with the big Ancestor Soldiers. The game model for the latter is already completed, as you can see in the GIF below. While exploring the battlefield area, if the player isn’t aware of the surroundings, several enemies can be triggered to attack. Mind the bodies lying around!

As always, various small bug fixes and small details were added to the code; a feature that was planned a long time ago was finally implemented – the dual weapon logic for the enemies. To put it simply, the enemies equipped with bows will now draw their swords for close combat situations, for example. Lastly, we’ve also added the Ancestor Soldier’s Mace and helmet to the game as wearable player items.

The Ancestor Soldier.

For the larger terrains we’re currently working on, the team has been trying out quick ways to achieve good results. The image below shows our simple pipeline to produce that kind of content, static environment parts. We first come up with a basic blockout of the scene, then we take it to Zbrush and refine the shapes and silhouettes, while keeping the model rough (since most details will be lost in the following step). Afterwards, the resulting mesh gets decimated, using Decimation Master. A little cleanup is often required, but after the UV’s are ready we bring the whole thing into Unity and start giving it life with Vertex Painting.

Workflow example.

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DevBlog 48 / A new chapter

Hi there!

Since PAX East, our art team has been working on the new chapter. Hopefully, just by looking at the first enemy concept you can tell it’s going to be very different from the previous one. A more medieval approach, with epic battles and battlefields. We already have this area blocked out for quite some time, but both the look and feel of the enemies are still in the works. Also, some level design refinement will be done. As previously mentioned, the story and mood will get darker as the adventure progresses, and the upcoming environments will reflect that change.

Cursed soldier – Under-armor concept.

We are working hard polishing some aspects pointed out by some players during PAX (thank you for playing and giving us honest feedback!). A lot has been done in combat fine-tuning and camera behavior. Parries now work much better and are fun to use, and defending with shields now works properly, taking into consideration the direction of the attack (this applies to the player and the enemies alike). We also added some more visual feedback when an attack lands on bigger enemies (for example, if you hit their legs, they react to it subtly by twitching).

Like we’ve mentioned in previous updates, every time the player gets killed in the game, the Girl will awaken from a “nightmare” in the last checkpoint. That specific animation has already been implemented, as you can see below.

Waking up from a nightmare.

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DevBlog 44 / Closing a chapter

Hi there!

This week we’ve done a bit of enemy balancing for the Windmills’ area. Some ranged enemies were placed here in order to keep things challenging, but in a way that won’t make it too frustrating. The Woodified Enemies have been completely revamped with new animations, so the feeling of the first part of the game is getting close to what we had envisioned in the beginning.

Also, the Wanderer has more proper animations, while he is interacting with the player. As stated before, he will make frequent appearances throughout your whole adventure. And, in time, the Girl will learn more about him and his motivations.

This guy can’t play.

The final part of Chapter One approaches, development-wise. We are all working on this very last scene pretty hard, and we will show plenty of it further down the road but, for now, here are two ominous teasers!

Science, batch!

Let’s see where this leads to.

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DevBlog 43 / Animation improvements

Hi everyone!

This week various changes were made in the AI department, from simple enemies to mini bosses, and their behaviors have been polished. Also, some bugs that still persisted since our last showcase at Comic Con were finally fixed. Plus, we’ve added a simple stress meter that shows up while riding so players can tell for how much longer they can mount the Elk before needing to feed it some berries.

Our animator did a lot of new animations for our enemy models and gave them the appropriate mood and feeling. He’s constantly working on custom ones to replace the old placeholder animations that we still have in the project. Additionally, different weights are now assigned to each foe as they are instantiated, so that every enemy acquires a stronger sense of individuality. Here are the various forms of transformation of this type of enemies.

Hey! I’m walking here!

We’ve also been working on an important event that takes place in the final area of Chapter One – the meeting with the Kid. The player will be able to help him escape from the cage he is trapped in, eventually learning more about his origin as the journey continues.

Please save me.

Can I axe you a question?

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DevBlog 42 / Opening new paths

Hi there!

Since the beginning, one of our goals has been to intuitively make the player realize it is best to keep his four-legged companion by his side, without leaving it behind. In that sense, opening paths to make sure both the Girl and the Elk can travel together on this long journey is always an achievement!
Development wise, we are approaching the end of Chapter One (the first Act has two Chapters) and a big battle draws near, as well as some story reveals.

Lowering the bridge.

We have been working hard in this final zone, even though we haven’t shown much of it yet. We wouldn’t want to spoil all the fun. Nevertheless, here is a sneak peak of a very special weapon that foreshadows an epic encounter the player will have.

A strange sword.

The end of the first Chapter will conclude the “wood theme”, which has been predominant up to this point. The following Chapter will be very different, with a more “medieval-esque” feeling. Stay tuned for the next devblogs!

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DevBlog 41 / I can see my house from here!

Hi everyone!

Once again, part of the team was working on the first Prince’s boss battle, polishing moves, balancing and adding more animations so the battle feels epic.
Although magic and elemental effects were only supposed to be introduced at a later stage of the game (once the player learns the appropriate skills from an NPC) one of the attacks of this boss required the implementation of the “paralyze” stat. We opted to use this nomenclature because it can be used in every situation in which the player temporarily loses control of the character (such as “petrify”, “woodify”, etc).
Similarly, a placeholder radial bar (around the weapon icon), indicating the current equipped weapon’s durability was added. Before, this very important info was buried in the inventory stat tab.

Paralyze and Durability bar.

That’s a big fall.

We really wanted the Rift Windmills’ area to have its own particular mood and identity, and in that regard the skybox plays a big role. With this in mind, we came up with a brand new sky with some dramatic clouds, as well as silhouetted mountains in the distance. Now the scene looks a lot more unique and consistent.

The swamp castle view from the rift windmills.

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DevBlog 39 / Improved companion controls

Hi everyone!

This week we were working on the intro scene of the game, where we explain how the Girl and the Elk start their journey. It’s a small new area with short cutscenes and playable zones where the player and the companion meet for the first time.

Some AI balancing and behavior was also done, and the Elk now has two types of control (changeable in options). One is the first version, heavily inspired by the Shadow of the Colossus’ control scheme, and the other is more similar to how The Witcher or Dragon Age handle mounting and steering. We feel that adding gameplay options like this turns out to be appealing for various types of players.

Running from the swamp slugs.

The art team is making progress in the new Canyon-esque area, populating the scene with a few new stone and vegetation props. Developing the surrounding landscape is the current challenge we’re facing, blending 3d elements with 2d planes in order to produce a convincing and immersive atmosphere.

In-game view of the Canyon area, still work in progress.

The boss battle and arena is on the works too.

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DevBlog 37 / The Kid from the Mills

Hi there!

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.

Praise the Sun!

To everyone who got to play our game, thank you!

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