Greetings Cultists! We have been silent for quite a while, and we wanted to apologize for that! We are hard at work with developing Desolatium and moving forward, we would like to provide you with detailed updates on the development of the game. Since June, we have been applying constant improvements, making sure that the final copy will be a worthy offering to [i]Cthulhu[/i] and our players. [b]JUNE[/b] [list] [*] We finished the script, including all texts, dialogues, notes, etc.[/list] [b]JULY[/b][list] [*] New Identity design. [*] Defined the style of the dialogues, notes, puzzles and motion graphics. [*] Concept design of scenarios in game. [*] Shooting on location (360 images and videos). [*] Created the project in the Engine and started to design the architecture of the code.[/list] [img]https://clan.cloudflare.steamstatic.com/images//39156286/b873c7ef25ed3cd8004c90a08e3fad7b2cb7fd35.jpg[/img] [b]AUGUST[/b][list] [*] Art design of the game. [*] Shooting on location (360 images and videos). [*] Characters design (2D and 3D). [*] Post-processing of every picture and video before and in UE4 to create the atmosphere, add elements, dynamic content, and NPCs using 3D elements. [*] Finished the document with the code architecture. [*] Starting to develop the game and the structure, based on the project “Desolatium: prologue”. [/list] [img]https://clan.cloudflare.steamstatic.com/images//39156286/ccaa7a206190a2164f425b5fe2404da17357e87e.jpg[/img] [b]SEPTEMBER[/b] [list] [*] Menu design (start and in game). [*] Added subtitles. [*] Defining sound style: We have been working with Xabi San Martin for the sound style of the game. [*] As for the art, we want something different to the rest of the Lovecraftian games and we are working on it with Xabi as well. [*] Design: Objects, Notes, Inventory. [*] For the main menu, we have to think of how to mix everything in one screen, and also program some of the settings such as managing FOV, and Mouse Sensibility. [*] Created widgets. [*] Developing the inventory part of the game (objects and notes), puzzles and all the things from the level design document. [/list] [img]https://clan.cloudflare.steamstatic.com/images//39156286/835e58e269dde15f2daf5ac2ffe147f700425432.png[/img] [b]OCTOBER[/b] [list] [*] We had some problems with the lighting of the 3D models and objects. We need to use a different light for the background to make it more realistic. [*] We changed the note system. In this new system, the notes are managed as objects so they need their own inventory, this allows players to consult them at any time. [*] Development of the new inventory. We had to unify the inventory and the notes together. [*] Design and implementation of the flashbacks display. We have had to put in a lot of work with post-processing, and the sound system of UE to get the effect we wanted. [*] Voice recording (English and Spanish). [*] Developing the main menu (settings), menu in-game and language selector. [*] Fixed some bugs in chapter 1. [*] Desolatium Demo is now ready. [/list] And that is it for now! We plan on doing this every month moving forward, so make sure to keep an eye out for our next dev log update! Follow us on our socials for all the up to date news! Check out our links here: [url=https://twitter.com/desolatium]Twitter[/url], [url=https://www.facebook.com/desolatium/]Facebook[/url], [url=https://www.instagram.com/desolatium/]Instagram[/url], [url=https://discord.gg/7aWduhP]Discord[/url] and our [url=https://superlumen.es/]Superlumen Website[/url]. We would be so grateful if you would also wishlist us on steam if you haven't already! [img]https://clan.cloudflare.steamstatic.com/images//39156286/7b0bd715d7881fd3a8d73f32a1683d89aff84242.png[/img] See you in Carcossa, The Superlumen Team