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WRATH bi-weekly update - 24.10.2022

Greetings, Mortals…

It’s time for a bi-weekly update on WRATH! We’ve chosen some select pieces of work that we’re comfortable sharing – and noted down a whole bunch of other work we’ve been progressing on. Mainly, you’ll be seeing the latest progress on the Brute – now with complete rigging and lots of animations. Additionally, in proper Hallows Eve fashion, we’ll show you an area housing what we hope will be a proper scare – the Pillars of Paranoia from E2M5.

Without further ado, enjoy! And happy Halloween 🎃

[h2]Rigged for destruction, the Brute attacks![/h2]
Last time, we showed the Brute in-game, coded, and textured. Now, we’ll show you the latest progress – rigging and animation!

For those of you who are curious as to what ‘rigging’ is, it’s a technique we – and many other game devs – use in what’s known as ‘skeletal animation’. Specifically, we create a number of interconnected, digital bones for a 3D model – in this case, the Brute:



Once this process is complete, we use the bone structure like marionette strings, effectively moving our 3D model around, like a puppet. As for the result? Check out these melee attacks and the walking animation for the Brute!







[h2]Did you hear that…? Something’s on the hunt…[/h2]
In the far reaches of E2M5, the Pillars of Paranoia house a horror blissfully unbeknownst to most, yet the cause of trauma, and ultimately death, for the few brave souls who’ve dared to delve within… In the spirit of Halloween, here’s a sneak-peek at this recently finalized area:



[h2]In other news…[/h2]
What else have we been up to? Take a look!
  • Over the past 14 days, we’ve been working on a number of concepts for Episode 3 lights – all of which we are currently discussing, and will be iterating further
  • A number of Episode 2 switches and levers have been cleaned up, so they properly match Episode 1 switches in fidelity and expression.
  • The Keeper is currently being rigged and animated.
  • A variety of opening animations for Episode 2 coffers have been created, allowing us to further iterate until we hit the exact type of animation we’d like to implement fully.
  • Details for the Episode 2 coffers’ model have been conceptualized.
  • The Episode 2 torches and wall-lights have been finalized – both of which were partially revised to match the wall textures of E2M1 more closely.
  • Several proposals for “meat wall” textures have been drawn for E3M3.
  • The first portion of E2M5 has been optimized. Next up, we’re adding combat and currently playtesting to make sure it plays and feels like a proper WRATH map should.
  • A number of arches in E2M5 have been receiving details; we’re currently discussing a number of possible textures to use in this instance.
  • A number of Episode 2 and Episode 3 textures have been finalized, while other textures have been planned – and are now currently being worked on.
  • Sound-wise, the Crystallizer has been receiving some solid work; adding specific sound cues for charging the alt-fire, releasing it at various stages of power, and more.
  • The first boss of WRATH, the Lady of Ascension, has also been receiving a variety of freshly created sounds – all to ensure she has proper impact and power.


That’s it for this bi-weekly WRATH update. We hope you enjoyed the tricks, treats and sneak-peeks we’ve decided to let loose this time around. Stay tuned for more dev updates!

https://store.steampowered.com/app/1000410/WRATH_Aeon_of_Ruin/