- [August 2020 DEVLOG] Tiphareth: New dungeon in the works and 3 new armor sets! - 28 August 2020
Hello mortals, here we are again with an update on the development of Dungeon Crowley, these months have been tough with COVID-19 pandemic hitting hard in Brazil, but luckily we are all safe and the project is progressing towards the upcoming Early Access update. We are all really excited to show you everything we have been working on! 3 New armor sets In Dungeon Crowley you are free to choose which class to focus on during the character's evolution. We added 3 new armor sets: The Warrior, The Samurai and The Archer. Each uses the player's attributes differently. Props to our artist Douglas L. Coelli who polished all the animations and adapted them from 1st to 3rd person view! All armors in the game are carefully prepared to be compatible with first and third person interactions. Our artist Douglas Coelli was responsible for the adaptation, completely redesigning the animations and impr…
- [June 2020 DEVLOG] NEW MAGICAL STAFF, NEW DUNGEON AND LORE INSIGHTS - 5 June 2020
Hello dear mortals, this Dungeon Crowley devlog update starts with a very special partnership, our friend Matheus Mazuqueli from Ignite Game Studio, created a new magical staff for the game (thank you very much!). What do you think about it? Is there a specific type of magic do you imagine for this one?🔥 This last weeks, we have been progressing into buidling the game levels and the transitions between them, here you can check our progresses: Neophyte traverses his subconscious through the Yesod sphere, his mystical understanding of material and spiritual things is rising as well as his understanding of universal functioning. He is inspired by the search for true knowledge, in which cannot be learned merely by study, but by experience. In this quest, a new ritual is performed. The eighth Sephira, Hod, is open. Located on the Pillar of Severity, on the left side of the Tree of Life, Hod…
- [LEVEL DESIGN INSIGHTS] Building levels in UE4 and using randomization tools. - 17 April 2020
Hello dear mortals, welcome to this new post about level design insights, we will tell you more about how we are building our levels and a very interesting (and free tool) that we use to randomize elements in them. Along this Early Access stage, we are sharing the different stages that the project is going through. One key aspect for us in Dungeon Crowley is the level design process. And we thought it would be interesting to give you some insights and illustrate how we are going through it in a more detailed way. So prepared the following time-lapse, and a list of steps showing our workflow in Unreal Engine 4: Global lightning (all rooms in Hod share a common directional light, skylight, skysphere and such). Preparing material sets: all common materials that should be shared across maps, taking color and blending in consideration. Map lightning: overall lightning specific to the map suc…
- March 2020 Devlog Update: New Dungeon Area, Blocking AI, Randomizing Levels - 28 March 2020
Hello dear mortals, hope you all are doing good, this month of March has been a bit hectic on our side, the Coronavirus pandemic came and, as with many other people, impacted our daily lives, luckily we are all healthy and taking the recommended hygienic and distance measures while we keep the quarantine. Here follows the more remarkable progresses done during this month of Dungeon Crowley development: We have been working on our main door model, it was designed to easily transmit progress info to the player. It can be found all over the place in dungeons. Currently working on the blocking behavior in some enemies so we improve the combat dynamics and their pace. Now, the enemies switch to defense mode, and stays for 2-3 secs. Do you have any tips on how the player could break that defense? We are working on an early prototype of the new-coming Hod Dungeon. Hod is the 8th sephirah of th…
- Feb.2020 Devlog Update: Pathway randomization & minimap are already in the game. - 21 February 2020
Hello dear mortals, we are moving forward with the development, and as we implement the basic structure of the campaign mode, we are also improving level design procedural routines and added a mini-map. Here are the most recent updates we shared on social media: In this room from Yesod dungeon the neophyte will discover the basic secrets of Magick, allowing him to use staffs to launch spells through a tutorial. Implemented pathway randomization. Simple modifications in pre-crafted to improve player's experience each time they play. Lost? Don't worry, we're working on a mini-map to help crawling through our procedurally designed dungeons. We finished our mini-map 1st implementation, see it on the upper-right corner of the screen. What do you think about its design and size? Would you re-orientate it according to the players cone of sight? Stay tuned for more news, Animvs Game Studio
- January 2020 Devlog Update: Rituals and new Dungeon Generation System - 18 January 2020
Hello dear mortals, today we want to show you the progress we made in the rituals animations and the way dungeons are generated. Here is a finished ritual pose. This is the end resulting model rendered inside Unreal Engine. The rituals are used to teleport the player to the different dungeons. We can finally show a finished ritual pose animation, let us know what do you think. This last weeks we have been working on a new algorithm for level creation that allows decoration and even gameplay details to be changed from pre-defined states, creating a new layer of randomized content; and thus improving the feeling of "something not seen before" in the game room details. We keep working on the above mentioned and many other features, will keep the community hub and social media profiles (Facebook, Instagram and Twitter) regularly updated with our further progresses. Stay tuned, Animvs Game S…
- Devlog Update: Ritual robe 3D and physics modelling. - 19 December 2019
Hello dear mortals, as we approach our next Early Access milestone, we want to share with you some nice 3D artwork for the rituals, an essential part of the game. Hope you like it! This is the concept-art drawing: After the concept art, some physic techniques were applied to create the fabric 3D model. The ritual robe after a proper UV mapping, textures care and with Unreal Engine clothing physics integrated. And the result high poly model of the ritual robe with some nice close-up detailed pics: This week we started testing the latest alpha build, hopefully we'll have news for you about a potential release date for next Early Access version in a matter of weeks. Stay tuned and have a great start of Christmas holidays! Animvs Game Studio
- Devlog Update: More Elaborated AI Behaviors and New Traps - 4 December 2019
Hello dear mortals, these past weeks week we've been working on more elaborated AI behaviors such as escape points for the "worm" foe, which sneaks through pipes and can be found on wet places. Our goal is to better integrate enemy's reactions with the environment where they're in. We've been also working on the level design, so watch your step... New traps are coming! Stay tuned and have a wonderful week! Animvs Game Studio
- A closer look at our Dungeon Crowley intro storyboard creation process. - 16 November 2019
Hello, Dear mortals! In this week's post we bring a closer look at our Dungeon Crowley intro storyboard creation process. 1. Seeking a camera framing study that most closely portray the key points of the narrative, that way we introduce the player to the game's plot. 2. We portray the scenes that have a greater weight for the cutscene. 3. After framing settings, we move on to build the 3D cutscene and keep polishing until it is ready to be integrated in the game. 4. After tons of polishing work, here is one of the last iterations of our introductory sequence. https://steamcommunity.com/games/937530/announcements/detail/1593636290677428595 In DungeonCrowley you are introduced to our main character, a teacher which engages with the occult while facing financial problems. Also, last week we participated in USP Game Link in São Carlos (São Paulo, Brazil). An open event that brings together…
- New Dungeons Generation System - Showcase 2 - 8 November 2019
We keep working on polishing the new dungeons generation system, that allows us more variety and freedom in our level design. We can create handcrafted rooms, allowing more coherent content, like this custom archery challenge, do you like how it looks?
- Learn more about Aleister Crowley. A Major influence in our story and universe. - 29 October 2019
Our plot spins around someone who engages with the occult for his personal purposes; that being said, Aleister Crowley's work plays a major role into it. Aleister is one of the most prominent occultists of the modern time. Founder of Thelema and involved in many occult orders of the early 20th century. His influence grows out of philosophical circles to reach the mainstream through Rock'n Roll, movies and many others forms of today's art. We invite you to learn more about this curious character here in this great article: http://airshipdaily.com/blog/10102014-aleister-crowley
- New Dungeons Generation System - Showcase 1 - 22 October 2019
We are implementing a new dungeons generation system that allows us to use level design techniques that normally aren't used in procedural scenarios, such as baked reflections, lightmaps and mesh-paint. What do you think of how it looks? This technique will also allow us to add enigmas to the scenarios. When playing a rogue-like,do you prefer having enigmas as bonus or as mandatory items to progress?
- DEVLOG UPDATE: WORK IN PROGRESS OF THE GAME INTRO CUT-SCENE - 5 October 2019
Hello, Dear mortals! sometimes, a dead-end is the only way out of something. This is a WIP of our #intro cut-scene. We've used a combination of dynamic / baked lightning, to get a time-lapse feeling: We've used a combination of dynamic / baked lightning, to get a time-lapse feeling. A lot of polishing is needed, but you can get where we're going. TWITTER FACEBOOK INSTAGRAM Have a great weekend! Animvs Game Studio
- DEVLOG UPDATE: NEW SLIME ENEMY ATTACK ANIMATION - 28 September 2019
Hello, dear mortals! We finished the first animation for our new Slime enemy! The Slime lives in the Dungeon Forest area, and behaves in a very classic RPG way, splitting into other mini clones when you hit it. Be careful with this ferocious beast! We had issues to upload the animation GIF here so we invite you to check it out on any of our social media profiles: LINK TO THE SLIME ANIMATION ON TWITTER LINK TO THE SLIME ANIMATION ON FACEBOOK LINK TO THE SLIME ANIMATION ON INSTAGRAM Here you can se some making of screenshots for this enemmy: It's made of a material that uses fresnel & refraction technique to give the gooey aspect. Check out the different stages it went through (the weapon has been removed). We hope to have a new update playable to you all soon! Cheers, Animvs Game Studio
- TWO NEW ENEMIES ARE COMING TO DUNGEON CROWLEY - 21 September 2019
Hello, dear mortals! how have you been? we have been doing lots of improvements to the game in the last weeks. In this post we want to share two new brand new enemies and details on their building and design process. The Gargoyle uses LOD (Level of Detail), a technique to improve performance lowering GPU and CPU consumption. The game decreases the number of triangles in a model, according to the distance they are seen in the game. The further the foes are, the less detailed: The second new enemy is an absolute classic in the RPG genre, The Slime! (ignore the weapon, it has been removed) It's made of a material that uses fresnel & refraction technique to give the gooey aspect. Check out the different stages its going through: What do you think about both enemies? we'd love to know your thoughts and questions on them and/or the making of process. Cheers, Animvs Game Studio
- DEVLOG UPDATE: POST EFFECTS VISUAL IMPROVEMENTS - 17 August 2019
WEEKLY UPDATE Greetings, Mortals, we are improving the post effects on Dungeons visuals, re-worked bloom and added contrast, specially on shadows, to emphasize golden assets and improve lightning. What do you think about the results? BEFORE: https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33595455%2F9a86ab16a0508c57035e683912b9b8025675e878.jpg AFTER: https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33595455%2F4741baf868782d6968e3c073a85b2eab7f51ddce.jpg BEFORE: https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33595455%2F2ccc383f761ed202117989cadb137747b6ae7797.jpg AFTER: https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33595455%2F1d169fc26208c110b6bf8558ce9e7e23c79517e9.jpg BEFORE: https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33595455%2F057d2503c4b997d86db02d90009dd9b3f7178fc2.jpg AFTER: https://steamcd…
- Patch 0.33.28 - 3 August 2019
Greetings Mortals, time for another patch: 0.33.28 IMPROVEMENTS Player interface re-design: improving visuals and better explaining player data Esc interface re-design: improving visuals and better explaining player data Desert's first level foes revision: New attacks timing / AI behavior updated for every foe in this map. FIXES Duplicated damage on some Foe's projectiles Crash on specific conditions during a map load Interface typos and missing tips Some animations bugs on Forest Foes We've been working on some big features, expect news on this very soon! Stay tuned. Enjoy!
- Patch 0.33.9 - 10 June 2019
Following our game-play improvements: IMPROVEMENTS Desert's first level foes revision: New attacks timing / AI behavior updated for every foe in this map. FIXES Duplicated damage on some Foe's projectiles Crash regarding specific conditions during a map load Enjoy!
- Patch 0.33.6 - 25 May 2019
Greetings, mortals. Patch 0.33.6 is now live: FEATURES Dark temple (second level) was now completely re-worked and updated with new AI behaviors. IMPROVEMENTS New way to compute area damage Some (especial) foes won't receive fizzle from player`ss flawless block anymore Reduced damage deviation from foe's damage, now they have a more constant damage, with less range variation Hobgoblin attack animations and particles updated Fixed memory leak caused by traps Workaround to properly support root-motion animations on multiplayer Weeper death animation added LOD generated to many foes (performance improvement) FIXES Hobgoblin can`t be fizzled by flawless block and will never enter recover state when receive damage Fixed some Weeper sounds Increased the strength from Weeper Cast2 spell, 1.5 to 1.8 Hobgoblin base attributes updated Foe radial damage notifier dealing damage to wrong player's co…
- Patch 0.33.3 - 11 May 2019
Patch 0.33.3 is now live: FEATURES Graveyard levels re-design: using new AI behaviors, loot / drop rate also revised Dark temple re-design: first two level foes, loot / drop revised Shortcuts improved: item description UI is now displayed when an shortcut is hovered. Other shortcuts such as drop (space-bar), swap / auto-equip (R, right mouse button) also work IMPROVEMENTS Wake-up cut-scene can be skipped by pressing the attack button Ambiance music added to Forest's entrance Maximum summoned foes reduced for Weeper FIXES Double damage applied to player during a partial block Vases spawning inside of each other First and second level bosses won't be disrupted by damage anymore Dark temple ornate's chest wrong lit pivot Some animations updated on Ratkin foes Wrong key tool-tip with an unidentified item and no slot available Shortcuts not showing equipment description UI on some circumstan…