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Post news Report RSS Something's Brewing in the Abbey #81

Another Something's Brewing, this time bringing you Ale Abbey's dev news and many goodies!

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We are welcoming you to the 81st (!) Something's Brewing that comes chock-full of assets we have been working on all week! We hope these keep you coming back for more... Both on the visual as well as the aural, we introduce some experimentation on the game's BGM complexity, new lighting assets and animations, and more work on Ale Abbey's second biome.

Read on and enjoy the material ;)


-- Enriching environs

We have been investing more and more time in the second biome we are preparing for Ale Abbey, our wink to Tuscany, and we hope it shows. We're not only including more details to the background, but also the foreground with more and more elements that vary in color, size, and of course diversity in the flora available (while being quite the sticklers with the cypresses found all over the region!).


And a few close-ups to appreciate some of them details.



-- Let there be (more) light

We have shown light sources and changes in lighting in the past, but we have been going through a revisiting streak with some extra assets and more dynamic lighting, especially during the wee hours of the night... all these assets come directly from Raimo's and Francesco's desks so consider them as fresh as can be!

Taking a page from all the assets we created for the Abbot's room, a room that calls for more detail and maybe different materials and complexity in the types of furnishings, we created a few more "extravagant" light sources that will keep your brewers from getting into accidents involving toes and furniture...


Finally, a quick shot of our latest experiments with light we couldn't stop ourselves from sharing... this serene scene of a night in the Abbey (when beds are not yet available)!


-- Adding complexity to BGM

And using that last pic as the perfect segue, our composer Clint Bajakian, has been experimenting with the pieces he has already completed to find the best way to increase their complexity. His aim is not to increase complexity for the sake of complexity and gusto but rather to make the BGM change dynamically based on gameplay context and the state of the game.

In the example at hand, changing a piece's intensity when nighttime hits the Abbey and then having it smoothly change back when dawn breaks. Truly fascinating stuff so far, Clint has prepared a small piece we can enjoy!




Tune in next week for more of Ale Abbey's news! For now, enjoy your weekend responsibly ;)

-- Hammer & Ravens


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