Redemption of the Damned dev diaries

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Developer diaries of the future PC survival horror "Redemption of the Damned" (RoD).
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18 entries
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MiroWin studio
July 14, 2022
Dev diary: abyss.

The Black Abyss is one of the locations in our future PC survival game, part of a large multi-level dungeon, along with the catacombs, caves, churches...

This mysterious complex, left by unknown, got its name from the dark and endless abyss, through which thin bridges are stretched.

Everything indica…

3,484 views
MiroWin studio
June 18, 2022
Dev diary: fire wall.

Fresh news about the ongoing work on "Redemption Of The Damned".

Gamepad support was added a month ago.  

Now we are working with new locations and, as a result, actively expanding the functionality of gameplay events.

Here is one of such novelties - a fire wall. Designed to protect the player fr…

4,015 views
MiroWin studio
May 10, 2022
Work with environment and level design

In the new "Redemption of the Damned" developer diary we're happy to show the new location. 

Fascinating backgrounds, bizarre rock shapes, towering and menacing walls are the results of working with the environment and level design, which is worth paying attention to. 

It is not surprising…

5,939 views
MiroWin studio
April 28, 2022
Action improvements

All in all, it seems some time since we shared an updates of #RedemptionOfTheDamned" development.  

And finally we're happy to show the significant progress for the last monthes.  

In this video we focused on:

  • improved visual & sound effects when causing and receiving damage, using weap…
6,925 views
MiroWin studio
March 17, 2022
Dev diary: dynamic fog density.

Despite everything, MiroWin studio's work on the project "Redemption of the Damned" continues. And it continues, of course, also until victory! ??

? For example, we are honing the realism of natural effects - the video shows the current result in terms of the dynamic density of the fog when changing…

3,692 views
MiroWin studio
February 16, 2022
Dev diary: selector.

? Working on the interaction with equipment and optimizing controls for different devices, we plan to create a number of mechanics and UI elements that would:

  • improve the usability of such interaction;
  • compensate some peculiarities of the character's armament for a better game experience.

? In particu…

5,204 views
MiroWin studio
January 25, 2022
Dev diary: chort.

Our game's bestiary is updating with a new character and, like all monsters in the game, his unique behavior and special requirements for how he is killed are key points in our work, but only a small part of what is required to fully realize his unique profile. 

Indeed, for this scoundrel, a co…

2,387 views
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MiroWin studio
January 14, 2022
Dungeons

The dungeons in our game are as tortuous and varied as the work on them. 

Current state:

6,760 views
MiroWin studio
January 06, 2022
Dev diary: boss summoning

​You may remember that a large assortment of monsters is planning to be in RoD, each with unique approach to their liquidation. Bosses and mini-bosses are no exception.

One of the features of the boss mechanic is their summoning, which is done through a certain ritual.

The video shows the simplest ve…

6,771 views
MiroWin studio
December 31, 2021
Dev diary: ragdoll

What could be better than killing the imps in different ways?  

Beautifully slam the enemies against the elements of the environment, for sure.

We thought that even if the addition of cinematic interactions does not match the realistic behavior of objects, it contains its fair share of fun even …

5,942 views
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