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WRATH bi-weekly update - 12.14.2022

Merry Christmas, Outlander!

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:


[h2]LEVELS[/h2]
  • 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.


[h2]ENEMIES[/h2]
  • 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.



[h2]PROPS & TEXTURES[/h2]
  • 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.

See you in January!

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