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Dungeon Crowley News

January 2020 Devlog Update: Rituals and new Dungeon Generation System

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 Studio

Devlog Update: Ritual robe 3D and physics modelling.

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

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.

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 the gamedev community of the region and representatives of the university, enthusiasts and players. We had a great time, sharing some pics to remember :)







Have a great weekend!
Animvs Game Studio

New Dungeons Generation System - Showcase 2

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?