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In The Arcane Relics™, you are cast into the land of Terradim – a land full of wonder, mystery, & great danger. Assume the role of any type of character you wish in this wacky fantasy-medieval sandbox experience, featuring 4-player split-screen mayhem!

The game features strategic combat where hits can be placed on specific limbs, crippling them, and characters are limited in action via stamina. Armor pieces also slow down the wearer and only protect the limbs that they cover.

The end goal of this project is to make a dynamic fantasy sandbox with hand-crafted environments emphasizing co-op. Of course, the game will be playable in single player as well. The game is currently in a pre-alpha state, very early on, but playable.

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Hey everyone! Here's our development update since early June:


NEW HELM: HOUNSKULL BASCINET


The helmet opens and closes similarly to the Close Helm. It is still WIP.



ARCHER HAT

(Comes in a variety of tints, not shown here.)



MOVEMENT SPEEDS

After much feedback we’ve finally started addressing some movement speed issues. Here’s some changes that we’ve made:

  • The default movement speed is now a bit quicker, and the increase in speed while sprinting is greater than before.
  • Item Burden has less effect, using an exponential curve vs. a linear, upon your movement speed.
  • Sprinting with Stamina, ignores a certain % of Item Burden. Once stamina is depleted, Item Burden will take a greater effect.

TRADES SKILL GROUP


Added another skill group, Trades. Currently, it contains the skills pertaining to Alchemy, Repairing, and Reviving others.

Since repairing is now tied to a skill, lower skills values can now result in failed attempts, causing damage to the targeted item.


BLOCK PUSH

A new mechanic has been added, the block push.


It is very much a WIP, but is functional and we’re still trying to decide if we want to keep the ‘move into it’ approach, or use an ‘interact to enter push mode’ approach.


CROSSBOW RELOAD

  • The crossbow now requires a reload between shots, making it a bit more reasonable for how powerful it is.
  • An audible animation pulling the rope back is in. The animation is very much WIP (why it's not shown).
  • Added an ’empty’ item action for crossbow, so the loaded bolt can be removed after.

MAGIC STONE


Another magic catalyst besides the Wizard’s Staff. This will have more uses later.



NEXT CLOUDS ITERATION

I’ve also been messing around with redoing the clouds. They look a bit better and aren’t as flat looking as the previous ones (in the public demo). The biggest improvement is that they no longer take fog – fixing issues with fog rendering on top of clouds, encountered after upgrading Unity to v5.6.


MISC. IMPROVEMENTS & BUG FIXES

  • Pickpocketing:
    • Being detected while pickpocketing an NPC will cause them to get hostile. The inventory menu will also immediately close as well.
    • Items will no longer transfer if the pickpocket was unsuccessful.
  • Magic:
    • Started experimenting with magic chants for magic in the Spelling school.
    • Added a projectile healing spell.


  • UI:
    • Menu navigation in the Book screen should no longer highlight the inventory buttons that reside behind.
    • Got a popup, “How Many?” menu functioning (still WIP) when dropping items. Still need to get it set up for bartering/placing/taking items out of containers.
    • Inventory character offset has returned:

  • Tavern:
    • Started new NPC, Tavernkeeper.
    • Chandelier, in Tavern, improvements:

  • New wood texture:


(Is that cherry?)


  • Jon made the dialog response/loading screen title text style easier to read (Increased contrast between outline and font).
  • Continued assigning entity common names: items are complete, maybe.
  • Improved animation scaling with movement speeds, most noticeable while crouching.
  • Head-look has been improved, possibly fixing the bug where characters would oddly look to the side at no apparent target.
  • Added ‘xp popups’ to console commands, to help us test/balance XP gained.
  • Sky horizon, fog, & cloud gradients have been tweaked.
  • Wooden chair is now textured:

  • Optimized various materials, removing unneeded details and creating better main texture maps, improving appearance in the process.
  • Persuasion skill now affects bartering prices.
  • Experience Points (XP) in the status menu now displays the total XP you’ve acquired out of the amount you need to reach, in order to level up. Previously, the XP would reset back to zero, every level up, and the latter number would just display the amount needed.
  • Reviving a combatant in an arena match will now place that combatant back into the match, preventing the other team from winning. In other words, all members of the opposing team must be incapacitated in order for your team to win, instead of defeating each of them once.
  • Dummy skills in a skill grid can no longer be highlighted through menu navigation.
  • Fixed incorrect raycast on scene transitions/starts that would cause players to start in the ground, about waist high.
  • Dropped default look sensitivities.
  • Started creating LODs for buildings and optimizing them to improve Town scene performance.

AND WE LEAVE YOU WITH THIS:

Where could this be?


TAR May-June Dev Update

TAR May-June Dev Update

News

Progress report (from April 30-June 3): control changes, new magic system preview, new buildings, sprinting FOV, respawn system, & more!

TAR April Update

TAR April Update

News 2 comments

This is our development update since the demo's release (Mar 26): Hit animations, hefting update, NPC types & dialog variation, braziers, next weapon...

TAR 1st Public Demo Release!

TAR 1st Public Demo Release!

News 2 comments

Dev Update (Feb 19-Mar 26): New areas, other improvements, demo trailer, & of course the demo links!

TAR 3 Weeks Update, as of Feb 18th

TAR 3 Weeks Update, as of Feb 18th

News 4 comments

Dev progress (from Jan 29-Feb 18): horseback control, traps & locks, items shown in player-select menu, and many other improvements.

RSS Files
TAR Demo v0.0.22.2 (Windows)

TAR Demo v0.0.22.2 (Windows)

Demo

First demo released to the public! (Pre-Alpha, v0.0.22.2)

TAR Demo v0.0.22.2 (macOS)

TAR Demo v0.0.22.2 (macOS)

Demo 1 comment

First demo released to the public! (Pre-Alpha, v0.0.22.2)

Comments  (0 - 10 of 36)
Halim103
Halim103

this game work for 32 bit?

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aniemibro Creator
aniemibro

Yes, it should

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212th_Sergeant_Ben
212th_Sergeant_Ben

This looks very promising!

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212th_Sergeant_Ben
212th_Sergeant_Ben

Tried it some more. It's actually quite fun even right now. The possibility to play with other players via Internet instead of Splitscreen will add more to the fun.

I think this actually has great potential to become a really cool Coop-RPG. Or even an mmo.

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Corbul
Corbul

long as there's still a SP\ offline co-op campaign, I don't mind :D

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aniemibro Creator
aniemibro

Thank you! Online Co-op would be fun :)

Reply Good karma+2 votes
Arethrid
Arethrid

Tried the demo and I really liked it.

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aniemibro Creator
aniemibro

Glad you did. :)

Reply Good karma+1 vote
TalalDev
TalalDev

Looks really good! Looking forward to this

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aniemibro Creator
aniemibro

Thanks!

Reply Good karma+1 vote
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The Arcane Relics™
Platforms
Windows, Mac
Developer & Publisher
Niemi Bros Entertainment
Engine
Unity
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