- Game Removal - 25 February 2020
Greetings, After viewing the overall feedback and reaction about the Shadows of Larth, and by respect to the community and the quality standards I uphold, I decided that this game is not worthy to be public anymore or available in the Steam Digital Front. Financially the game is doing fine, but that was not my objective, the objective was telling a story and engaging people with the lore, world and fun game-play, alas it did not The people who bought the game will be refunded, and I apologize if I offended any person by releasing this game in the first place. Regards, Zine
- Day 1 - Patch - 20 February 2020
Day 1 - Patch Notes : The mob hit reaction is now constant every-time they get hit. The dodge (Damage protection) is extended from 70% of the animation to 110% The roll (Damage protection) is extended from 50% of the animation to 75% The Power Stance will inflict 10% of the weapon base damage instead of 3%, stamina consumption will remain the same The Explosive Stance will inflict 30% of the weapon base damage instead of 6%, stamina consumption will remain the same The Patch will be available in the next hours.
- Launch Day - 19 February 2020
Greetings and welcome to the Shadows of Larth community, In the next few hours precisely february 20th, 2020 at midnight UTC+1 time, february 19th at 6:00 pm EST time, the Shadows of Larth will be available to all of you with both DLCs free of charge. Please don't hesitate to post on the community, share your artwork, screenshots and game-play videos. But most importantly your technical requests, and I will try to answer, assist or patch as fast as I could. Short term Road map (In case of a good reception on launch week) : A week post-launch I will start gathering your inputs and processing it. Additional free content development will start in the next 2 to 3 weeks. And more things that i can not publicly announce just yet. Regards, Zine.E.Falouti
- Devlog #5 Optimization - 2 February 2020
Since the end of the Alpha phase and the beginning of the Bêta, rounds of optimization were launched each week, the world building has reached certain degree and amount that needs monitoring., this issue gave birth to a new process that I'm following extensively right now, especially when launch day is around the corner. The process in question was established to monitor the following : -FPS stats control -GPU Streaming Control -CPU Code and queries control. -Lighting control (Especially when we are using a full dynamic lighting system) 1- Shader complexity and monitoring. Each texture is displayed in relation to the pool offered by the GPU, and I had to make sure to start rounds of diagnosis in each area of the Lower Larth, to keep watch on anomalies that might disturb the overall gamer experience. 2- Textures and Material monitoring: Each material in the shadows of Larth is composed b…
- Devlog #4 - 13 January 2020
In the Shadows of Larth world building and the level design chain was established since the beginning of the game development nearly two years ago. i always start with a gray boxing layout to test the in Game experience first, then I move to start the assets design and production. the assets themselves were produced individually with the following process: 1- Blocking (Yes as simple as it sounds, the blocking process is were I block out the basic shape of the model/asset) 2- The Sculpting (In this process the block we produced previously will be sculpted with multiple brushes to get the most realistic details about the shape and the purpose of the assets and make it as realistic as possible. Debris, Dents and anomalies) 3- The Re-topology and Painting (In the re-topology process the sculpt will be reworked by hand by an envelope of polygons, this process is necessary for optimization an…
- Release Date - 21 December 2019
February 20th, 2020 is our rendez-vous, it is the day when I have to deliver and you will be the judges, I worked for nearly two years as a solo developer to make the experience as enjoyable as possible and I hope I will deliver on that. For the last sprint I will do the following : 1- Polishing and Optimization 2- Narrative testing 3- Heavy combat testing and GX optimization By experience the Last Sprint toward Launch and Release is the heaviest, most stressful and complex and I can assure that I will deliver on this date.
- Devlog #3 The Swords of Larth - 10 December 2019
In the process of creating the weapons that the players will hunt, loot, upgrade and use, a pipeline has been established since the prototyping phase a year ago, this process was made for the purpose of making it easier for me as a solo developer to switch between the Designer mode (3D design, sculpting and texturing) to Programmer mode (Coding the class, Upgrade stats calculus and combo scripting). 1 The Concept The first step of the design process is the research of historical real life sources, each weapon has a story an origin and a function. And the story will decide what type of sword we have to create, in this example the base information before the research process is the following : Class : One Handed Edge : Curved to slightly curved Origin : Mid 14 to Mid 15 th century The base information already gave us an artistic direction and a base of research which is the real historica…
- Devlog #2 - 10 October 2019
In this Devlog entry, I will talk generally about my own process of creating enemies from start to finish, this process or processes are not canon, as you might know character design is a much more complex subject than environment design, it requires pipelines of its own. 1- Inspirations or just a white dream : I always start with inspiration from Mediterranean history and add the flavor and influence of the Lore and Story of Larth before even starting the production process. Either by sketching or just starting a rough sculpt and working from it. 2- The Character Creation For this series of processes, each developer have unique approaches, but nevertheless I will share mine : Breastplate example Base Body Creation Tunic Creation Helmet Creation 3- AI Behavior While working on AI Behavior, I always make sure it can be modular and applied to any AI enemy with the same pacing and category…
- Progress #1 - 10 September 2019
Greetings Champions of the Marked Guild, or Champions to be, as the Solo Developer of this title it is my duty to inform you that we officially broke from the cursed Alpha grounds to the promising lands of the Bêta, therefore I will concentrate on the progress of World building, which is a very time consuming process, in our case as I digitally hand sculpt each element that makes the world, I want you to feel special and unique , I want you to feel that the world you will walk in, fight in and triumph in is exclusive and you wont find a similar environment elsewhere. And as a servant of this community, I'm bound to release a 20 minutes plus gameplay footage and also a gameplay trailer by early to mid November maximum, so Stay in touch. Please don't let this community be a desert, let us communicate, ask me anything and be assured I will answer any and all of your questions, I know the w…