Today we'll be taking a look at the progress on two of our maps that are both in their end stages of development. These two maps are a part of Episode 2, namely E2M1, and E2M5. With the first being a temple complex below the dunes of the Eventide Wastes, and the latter being a temple in the skies, we hope you’ll enjoy the latest visual revisions:
Buried beneath The Crystal Dunes…
E2M1 has received its detail pass, which includes trims, texture adjustments, gameplay adjustments, and other polishing detail enhancements. Now that its visuals are complete with a gameplay pass, we’ll be playtesting with QA to check for any other revisions. Take a look at some sections of the Crystal Dunes:
The archive within The Watchtowers
For E2M5, The Watchtowers, we went back in and added thematic scholar prop detailing to the level as you can see with the below screenshot. In addition to more props and reading alcoves, we made some minor terrain adjustments, and a soundpass:
In other news…
Aside from E2M1, E2M5, and other fixes, tweaks, and polish, here is a look at some of the things we’ve worked on the last two weeks:
LEVELS
E3M1 - Boundary of the Living - continues with a detail pass, soundpass, and lighting adjustments
E3M3 - The Rending Chambers - is receiving a texture pass
E3M4 - The Crucible of Souls - added broken bridges and basalt columns to “The Lagoon”, and chains
HUB3 we’re continuing to further expand the blockout’s layout
BOSS3 map, we’re expanding on the layout, and adjusting the first phase of combat
ENEMIES
Boss 2’s visuals are complete, and it is currently being rigged in preparation for animation
Boss 3’s animations are being further blocked out and tested
PROPS & TEXTURES
The “Corpse Light” has a model, and is now being textured
Added E2 Relic Circle
More debris gibs
UI updates
That’s it for today’s update! We hope you enjoyed these progress screenshots, and we’ll see you in two weeks!
Today we'll be taking a look at our progress on E2M2, and one of the artifacts, the powerups in WRATH.
Traverse the Canyons of The Burrows
One of our maps that we’ve been wrapping up recently is E2M2, The Burrows. The map features a large, winding canyon. We’ve shown pieces of the map before, but now you can see in these screenshots some of the canyon itself:
The Flask of Rage
One of the most aggressive powerups in WRATH’s inventory is the Flask Of Rage, a damage multiplier that will let you vent more destruction on enemies than ever before. The visual effect for this powerup has been finalized, and here you can see the weapons smoldering with power:
In other news…
As always, much of the work we’ve done has been fixes, tweaks, and polish. Here is a run down of several of them:
LEVELS
E2M1 has had a last detail pass, adding rougher edges to where the architecture is broken, and trim in places where it isn’t
E2M5 further texture detailing, and soundpass has begun
E3M1 has had a major texture pass, and is now receiving finer details
E3M4 now has a sizeable piece of terrain in its central cavern
E3M5 has received a texture pass, set dressing, and a gameplay pass. It is now ready for playtesting.
BOSS2 map has been expanded to include block-out for an additional area
ENEMIES
Boss 2 is continuing to have its visuals refined as we now test the model in-game.
Boss 3 animations are being blocked out and tested
WEAPONS
The Crystalizer gun has had some tweaks and fixes, to complete its functionality
The Lance has been modified in a small yet significant way, for better balance
PROPS & TEXTURES
There is a switch model now made specifically for Episode 3
New candle variants
More debris gibs
E2 and E3 relics added to the journal art
That’s it for today’s update! We hope you enjoyed seeing a little of what we have been working on, and we look forward to sharing more with you in two weeks' time.
It’s been a busy 14 days for us, to say the least. All corners of Wrath’s production are chugging away – mapping, art, programming, sound, you name it. And the fruits of our labor are gradually coming into view. Today, we’ll be taking a look at some of our recent playtesting of E2M5 – The Watchtowers – as well as recent detailing on E3M5 – The Red Throne.
Brave the solemn alcoves of The Watchtowers
Some of our most recent efforts have been focused on E2M5 – The Watchtowers – which has seen detailing, as well as a recent combat pass to enhance certain encounters. Our QAs certainly have their hands full – here’s a quick glimpse at some combat with ‘The Lance’, one of our newest, and most powerful, weapons:
Bloody anguish awaits on your path to the Red Throne
Over the past few weeks, we’ve steadily been detailing E3M5 – The Red Throne – as well as performing gameplay passes, and playtesting. We’re keeping up the pace, and covering ever more ground on the map, as we chip away, playtest, and revise.
Take a look at some of our most recent detailing:
In other news…
Aside from our progress on E2M5’s detailing and combat, as well as the overall detailing of E3M5, here are a few of the other things we have worked on the last two weeks:
LEVELS
E2M1 is currently seeing some TLC from a fresh pair of eyes; we’re working on final detailing, and carving out the remaining secrets of the map
E2M2 has seen its final changes in terms of combat, detailing, and optimization – from now on, we’ll just be fixing minor issues as we move our focus to other maps
E2M3 is seeing some further detailing, and has recently received better fog, adding to the unique atmosphere of the map.
Hub 2 – The Eventide Wastes – has seen a great deal of work; particularly in sculpting and detailing the entrances to the various maps of episode 2. Up next: terrain!
Recently, E3M1 has seen detailing in various rooms, as we steadily grind away at the remaining work to be done on the map.
E3M4 – the Crucible of Souls – has recently seen a great deal of work. A number of rooms have been detailed, and what we refer to as the ‘twin secrets’ has been completed.
Hub 3 is seeing steady work, as we chip away and bring this map further along.
ENEMIES
The Keeper recently received a sound pass, as well as gameplay testing, and is now finalized. Next up, we’ll be implementing it in various combat encounters.
The Symbol received final fixes, as well as a sound pass. This marks the finalization of the Symbol. All monsters – aside from bosses – are now finalized!
The 2nd Boss is seeing a great deal of progress on its visuals, as well as the gameplay prototype, and its corresponding boss map.
The 3rd Boss will soon be receiving animations.
PROPS & TEXTURES
The concept art for the 2nd Hub’s relic circle is seeing steady progress
Multiple textures for episode 3 have been created; new key-door textures, for example, have been implemented in E3M5
Our episode 3 wall-mounted light fixtures will be finalized shortly, while the episode 3 wall-switch is currently being worked on.
A number of environmental gibs for breakable walls, pillars, etc. have been created, with more in the works.
That’s about all we’ll be sharing from these past 2 weeks. We’re grinding away at a steady pace – and soon, more and more maps will enter the playtesting stage. At the end of the day, we’re doing all that we can to make WRATH the best it can be.
Two weeks later – here’s a look at what we’ve recently been working on. In particular, we’ll show you a more detailed view of E2M2 – ‘The Burrows’ – as well as some work-in-progress detailing on our second hub map: ‘The Eventide Wastes’.
Take the fight to The Burrows
Optimization, revision, playtesting, detailing – E2M2 has seen its fair share of work over the past few weeks. In particular, we’ve dealt with some cruel compiling, lighting, and more. But now, we’re doing the final checks, adjustments, and placement as we play through the map thoroughly in the coming weeks. And before long, E2M2 will be fully finalized.
A detailing wind blows through The Eventide Wastes
While it’s a work-in-progress, check out this latest detailing for the entrance portal to E2M4 – ‘The Twilight Altars’. WRATH’s second hub map is rapidly taking shape!
In other news…
Aside from our progress on E2M2 and the second hub map, here’s an overview of a few other corners of WRATH we’ve been chugging away at:
LEVELS
E2M5 is seeing steady progress on the meshing of its terrain.
The second hub map – the Eventide Wastes – is receiving some much needed TLC.
E3M1 is steadily receiving further detail work.
The ‘Generator Room’ in E3M4 has been constructed. Next up will be the upper Generator corridor.
E3M5 is seeing further work on the final fight of the map, as well as revision based on playtests from the last few weeks.
We’re currently bringing a fresh perspective to the third hub map – The Wretched Kingdom – and beginning to outline our next steps on the map.
The 2nd Boss map saw significant blockout progress.
The 3rd Boss map also saw some experimentation over the last 2 weeks.
ENEMIES
The Keeper is now in its final stages of animation, coding, and sound. Very recently, we’ve been testing it in combat, making sure it performs its intended role.
The 2nd boss saw modeling progress – bringing its visuals to fruition.
PROPS & TEXTURES
The in-game journal has seen a significant amount of work; particularly on the relic sprites for episode 2, which the player will be able to use to unlock the 2nd Boss.
Pixel art for a variety of artifacts saw great progress.
A number of textures for episode 3 – in particular E3M1 and E3M3 – was produced.
The Key Models saw improvements in terms of scale and in-game readability.
The Episode 3 wall-mounted light models were finalized, and tinier versions were made to allow our mappers to have greater variety on the detailing of their maps.
And that’s about it! Two weeks down – and a ton of progress on all facets of WRATH. We’re grinding away, steadily and steadfast. All in hopes to bring you the best experience we can.
Another two weeks into January – we’ve been hard at work, grinding away at all the corners of WRATH we can. Today, we’ll show you another glimpse of E3M5 – specifically one of the combat encounters we’re currently playtesting. Additionally, we’ll take a look at some of the most recent E2 props we’ve finalized, and go into a bit of detail with a more general overview of our recent work, as usual.
Prepare to wreak havoc on The Red Throne…
As we forge ahead on Episode 3, one map in particular has seen a fair bit of progress on gameplay. E3M5 – The Red Throne – is currently being playtested, and is close to being fully populated with monsters. Here’s a couple of gifs to show what we’re playtesting – combat scenarios that now include the recently finalized Brute. Do note: The map’s detailing is work-in-progress!
Our most recent Episode 2 props come to life
Light-fixtures, levers, and the E2 coffer – all to be used for detailing the episode 2 maps. During development, we’ve utilized E1 props as placeholders while we’ve worked out the aesthetic and details of key E2 props, to give the episode a unique look and feel. Here’s a look at some of our most recently completed models:
In other news…
Aside from our E3M5 gameplay pass, and E2 props, here’s an overview of other work we’ve accomplished in the past 14 days:
LEVELS
The 2nd Boss map is seeing steady progress, as we proceed with gameplay and coding in sync.
E2M2 is receiving some much needed TLC for optimization – as well as additional detailing on certain crystallized areas of the map, and the main canyon.
Skyboxes for E2 and E3 maps have seen good progress, with some being final, and others being in-progress.
The most recent area in E3M4 to see work would be the “Generator” section of the map, with lots of industrial detailing.
E3M1 – much like E3M5 – is seeing gameplay passes, as well as playtesting, to nail-down and enhance the player experience of the map as much as possible.
ENEMIES
The Prowler has received its sound pass, and is now finalized.
The Brute has received its sound pass, and final code tweaks, and is now finalized.
The Keeper is currently receiving gameplay coding, as well as animation.
The 1st Boss saw final fixes on sound implementation, and is now finalized.
The 2nd Boss’ gameplay prototype, as well as intended visuals, are seeing further iteration.
PROPS & TEXTURES
E2 urns – and E2M5 specific urns – have been finalized.
Some, but not all, of the E3 plants have received a number of variants, so our mappers can utilize them to populate specific Episode 3 maps.
A number of textures for Episode 3 - including several metal doors – have been produced, and are being applied in maps.
Episode 2 Relic Sprites have seen great progress. Specifically, we’re trying to make each Relic visually communicate and capture the identity of the map it belongs to.
That’s it for this update! We hope you enjoyed hearing about a bit of our most recent progress on WRATH. And as for February? We’ll continue trucking away at a steady pace.
We’re happy to share with you our next biweekly update as we charge head-first into the new year. Today, we’ll share the Sigil of WRATH in E3M5, a sneak peek of the Symbol, and a preview of E3M4.
The Sigil of WRATH beckons for destruction…
As we continue our work on Episode 3, we’ve been adding the arenas where the Sigil of WRATH comes into play. Sigils are short-term abilities you obtain after walking through a Sigil-Gate, and this one increases the damage you do in some very specific ways. Also pictured are the technological elements that this particular level contains. Take a look:
The Symbol rains fire from above
The Symbol is the flying enemy introduced in Episode 3. Here a pair of them launch a barrage of projectiles. You can also see a bit of the new skybox:
The Dimly Lit Caverns of E3M4
Basalt-lined, with lava pouring through the cracks, below is a scene of the WIP “Gallery” section of the map. Check it out:
In other news…
Aside from our progress on implementing the Sigil of WRATH the Symbol projectiles, and detailing E3M4, here are a few of the other things we have worked on the last two weeks:
LEVELS
E2M5 had some lighting updates.
The Boss 2 map’s blockout is progressing, while we continue refining the concept and beginning gameplay prototyping.
E3M1 saw further texturing, as well as itemization and gameplay additions.
Apart from E3M4’s further progress in the “Gallery”, there have been many pipe additions to “The Generator” section of the map.
The 2nd Boss – The Lord of Astral Planes – is having its level blocked out.
ENEMIES
The Prowler is receiving a sound pass this week.
The Keeper is going through further gameplay-pass testing.
The 3rd and final Boss – The Dreadful One – has received further prototype testing.
The Executioner had some slight modifications made to its attack.
PROPS & TEXTURES
Lore scrolls modeled and textured.
Many new episode 3 textures as this episode receives a solid amount of work
Boss 1 loading screen processed and implemented.
That’s it for this update! We hope you enjoyed a quick look at some of our progress these last two weeks.
While we’ve been taking it slower for the Christmas holidays, we’ve still got a few new progress updates from the days we’ve gotten back into the swing of things. Today, we’ll share a fresh look at E3M5, recent progress on a prop for WRATH’s intro segment – as well as a WIP screenshot of loading screen art for the 1st boss map.
Without further ado, we hope you enjoy.
Blood and basalt adorn the Wretched Throne…From E3M5, we’ve got a select few glimpses into our latest detailing. One being the outdoor area – featuring distinct basalt columns – another being a sample from the dim, bloody, and wonderfully atmospheric corners of the map. Take a look:
Prepare to set sail for the Isle of the Dead
For WRATH’s intro map, we’re currently working on a major set piece – specifically a thematically appropriate vessel – a boat which will ferry the Outlander to the Isle of the Dead.
While this prop is a work-in-progress, here’s a look at its current state:
Now loading: the final level of Episode 1:
Among the final touches on the first boss map is the loading screen art – meant to communicate a key, and memorable, area of the map. While it still needs final processing, take a look at this work-in-progress loading screen art for the B1 map – both linear and shaded:
In other news…
Since we’ve been on Christmas holidays, we won’t have as many additional updates this time around. But aside from progress on E3M5, props for the intro map, and the B1 loading screen art, here’s a few lines on what we’ve been working on since mid-December last year:
LEVELS
E2M3 received a bit of TLC; specifically texture detailing, and work on a new secret area, which saw further detailing.
E2M5 has seen progress; particularly on the final section on the level. Gameplay-wise, the map is now only waiting on the Keeper for implementation. The Boss 2 map is seeing work – all the while the Boss 2 mechanics, and concept, are being worked on.
E3M1 saw further texturing, steadily progressing. A number of pipe textures – and matching parts – are being worked on for E3M3.
Great progress was made on E3M4 – particularly on the “Gallery” section of the map. Additionally, a number of secrets have been added to the map, one of which will require players to discover an unorthodox means of access.
Apart from the examples already shown for E3M5, the final climactic area of the map has also received detailing since our last update.
ENEMIES
Most enemies are receiving work on ‘spirits’ – entities that you’ll be able to see as you tear through hordes of enemies with… certain equipment, let’s say.
The Brute is seeing final tweaks on his projectile effects.
The Keeper is receiving a gameplay pass – after which is animation.
The 1st Boss – The Lady of Ascension – has received her final death sequence, to make sure your victory will be that more satisfying.
The 2nd Boss – The Lord of Astral Planes – has had its concept, and mechanics, revisited.
The 3rd and final Boss – The Dreadful One – has seen testing and internal discussion of its gameplay prototype.
PROPS & TEXTURES
A number of textures for episode 3 have been made, per the request of our level designers, who are working in close collaboration with our texture artists.
That’s it for this update – the first of 2023! As we get back into gear after the holiday season, we hope to bring you more and more as we continue to dive head-first into the new year.
It’s high-time we update you all on recent December happenings on WRATH. This bi-weekly update will be the final one before January, so we’ve tried to include some details we hope you’ll enjoy. Specifically, we’ll be taking a look at our recent progress on the Brute, our detail-pass of E2M2, and our latest progress on our episode 3 light fixtures.
Face to face: The Brute!
It’s been a wee while since we last shared progress on the Brute. Last time, we showed a few animations. And this time, we’re showing a short clip from our test map, where we’re currently fighting, tweaking, and finalizing this challenging and grotesque opponent:
An Ominous Temple awaits in The Burrows…
As we conclude our detailing of E2M2, a number of rooms are seeing great progress – all to make sure that the nooks and crannies of E2M2 stand out, and evoke the atmosphere we’re aiming for. Check out some of the latest areas we’ve been working on:
Let there be light!
Just recently, with some great inspiration and a bit of iteration, we made concepts for these light fixtures that we’ll be utilizing in certain areas of the episode 3 levels. Check ‘em out:
In other news…
What else have we been up to, you ask? Well, besides making progress on the Brute, detailing E2M2, and conceptualizing our episode 3 light fixtures, here’s a select few examples of what we’ve been toiling away at over the past 14 days:
LEVELS
While we’re detailing E2M2, we’ve also been performing playtests to gauge the map’s navigation and overall difficulty, to bring us closer to the player experience we’re aiming for.
E2M5 is nearing completion as we wrap up on texturing, detailing and lighting; after that will be sounds, and of course a final gameplay pass including the Keeper, once it’s ready.
For E3M1, the outdoors section has been textured to a base level. Up next, we’ll be working on the interiors of the level.
For E3M4, we recently started working on what we internally call the “Gallery” section.
For E3M5, we’ve been experimenting with brushed-based bars as replacement for the placeholder grate doors that we’ve been using.
ENEMIES
The Brute is currently undergoing tweaks for speed, and damage. We’ve also made some animation tweaks, to make sure his attack animations line up. Last up: Sounds!
The Lurker received animation tweaks, to make it more fish-like.
The Executioner received animation and coding tweaks – his charge attack has been refined.
The prototype for the final boss has seen some work and iteration, where we added one of its main mechanics.
The concept for the 2nd boss is underway – we discussed the overall art direction, and started blocking out the level prototype.
Sounds for the first boss – as well as environmental sounds for its map – have been finalized, and implemented.
Blood particles have been added to the first boss, to better communicate when the player inflicts damage.
PROPS & TEXTURES
Both the E2 and E3 coffer models and skins have been approved; next we’ll be working on their glowmaps.
The game’s tutorial level is seeing progress; specifically on a boat model
A number of textures have been made for episode 2 and episode 3, to be used in their respective levels.
That’s it for this bi-weekly update. We hope you enjoyed it. And while Christmas settles in, gifts are unwrapped, and the new year begins, we hope you’ll stay tuned for more dev updates.
It’s time for another bi-weekly update. Since last time, we’ve been cranking away in the crystalline depths of E2M2, smearing the walls of E3M5 with our latest texture test, and making solid progress on a variety of details. Today, we’ll show you a few glimpses of these works.
One small note: From this bi-weekly onwards, we’ll be sharing them every Wednesday, instead of the usual Monday.
Enjoy!
Red. Flowing. Pulsing…
It’s our latest E3M5 texture test! While it is a work-in-progress, we’ve decided to share with you the latest test of the textures we’ll be using to give E3M5 its own visual identity. Check it out:
The Burrows; Dark, Dusty, and labyrinthine…
One of our more grueling endeavors is, of course, detailing. And making sure each area of a map is memorable in its own way. To this end, we’ve very recently made a ton of headway on E2M2 – steadily shaping it into the grand experience we want it to become. Check out these two work-in-progress screenshots:
The E2 doors receive a proper visual update
Among other E2 details we’ve been working on, the doors have recently receive a number of new textures. These will be used to ensure variety, of course, but also to give certain areas in E2 doors that fit the contents of the rooms, or treasures, they guard. Here’s a few examples:
In other news…
What else have we been up to, you ask? Well, besides the E3M5 texture test, the grand detailing of E2M2, and implementation of the E2 door textures, here’s a number of other areas and elements of WRATH that we’ve been working on over the past 14 days:
E2M5 has seen a lot of work in a number of areas, specifically the new “red door tower”.
Loading Screen art for the first boss’ map is seeing great progress
A number of areas in E2M2 have received functional detailing in order to make navigation of the level a bit less cumbersome
A number of textures for E3 have seen great progress – for example a texture of skulls, stacked within a wall, to be used for adorning the halls of their assigned map
E3M4 has seen some great progress, steadily bringing this huge map forward
Concepts for E3 Ceiling and Wall lighting fixtures have recently received their latest iteration
Wooden textures with worn paint have been drawn, to be used in E2
The E2 torches saw a revision to better fit with WRATH’s style
That’s it for this bi-weekly update. We hope you enjoyed. Stay tuned for more dev updates!
Heya! Hope you all had a great two weeks since our last bi-weekly update. This time, we’ve got a variety of stuff we’re ready to share: whether it be gameplay tweaks, level design progress, or freshly drawn concepts; here’s a bit of what we’ve been working on the last 14 days.
Enjoy!
In the Flooded Dunes, giant crystals jut from the long lost ruins…
It’s been a hot minute since the last time we showed E2M1. Since then, we’ve been steadily performing gameplay tweaks, adding and placing new items and entities, as well as improving on the overall interactivity of the environment, such as bridges, to promote a solid flow throughout the level. See for yourself in this latest work-in-progress screenshot of E2M1!
E2M5 – before and after!
Let it be no secret that our mappers have been going hard at it over the last couple of weeks. For example, E2M5 has recently seen a variety of improvements: Gameplay optimization, combat refinements, item places, additional texture placements, you name it! And to put it all into perspective, check out these ‘before and after’ screenshots from E2M5, both still WIP:
BEFORE
AFTER
Let there be light, and suffering, unending…
In episode 3, death awaits the player's every step, and every glance is met with terror. And what better way to reflect this, than with human effigies in agonized poses, on fire?
We’ve got to keep the lights on somehow!
Jokes aside, check out this awesome WIP concept for the episode 3 lights; the human torches:
In other news…
What else have we been up to, you ask? Well, besides a variety of improvements to E2M1 and E2M5, and the WIP concept for the human torches of episode 3, here’s a number of other nooks and crannies of WRATH that we’ve been working on over the past 14 days:
E2M2 has had a lot of attention with regards navigation and set dressing, with several textures and models made to characterize areas, along with general decoration.
Our mappers have been kicking ass with detailing, noding, and gameplay adjustments on E3M1, E3M2, and E3M3
E3M4 has seen significant progress on the ‘cathedral portion’ of the map
We’ve been experimenting with various textures in E3M5, including introducing a striking new sub theme to the Episode 3 aesthetic
A number of sounds have been finalized, and are currently being implemented, adding even more of that punch and atmosphere WRATH so deserves
In terms of enemies, fixes are being worked on for the Executioner, while the animations for the Brute are being implemented
Proposals for the E2 coffers’ opening animations are currently being reviewed, while the design for the E3 coffer is on to the modeling stage
That’s it for this bi-weekly update. We hope you enjoyed the work we’ve been putting in, and will continue to put in, as we inch closer to the new year. Stay tuned for more dev updates!