Explore a lost universe, where time stopped at the fall of the Roman Empire. Where the great cities formerly filled with People have now been swallowed up by vegetation, land and water. Where the passage of time has started to make a once prosperous civilisation disappear.
Explore ruins filled with forgotten puzzles and history, understand these puzzles in order to solve them and to understand your story and the history of these ruins. Based on logic, these puzzles will allow you to acquire bas-reliefs in order to restore two parallel Roman stories and help you make your choice; because this lost universe may not be what you think.
You are not naked in this forgotten world. You have a bow, arrows, ropes and torches to help you move around in this environment. The bow and arrows connected to ropes will allow you to climb higher and higher and to new areas. With the torches, you can explore the dark corners of these ruins. However the arrows, ropes and torches are not unlimited, you will have to collect different materials throughout the universe to create new torches, arrows and ropes. Use them wisely!
What choices led to these large cities being forgotten?
Explore them to learn more about them, but also about you!
This new Diary of devs #24 present you for this week the new trees and volumetric clouds for Reliefs The time of the Lemures.
The Trees :
Seven unique Mediterranean trees were made with their LODs (Level of details) and collisions.
These screenshots show you the different parts to create the textures used for making a tree. You have the trunk, the leaves and the branches :
After the creation of the new tree you need to make different versions of this same tree with less polygon than the previous version in order to optimize the tree in the game.
And now the screenshots in game of the trees :
The volumetric clouds :
This is a big work to make as realistic volumetric clouds as possible.
These clouds react to the color and intensity of the light in real time and obviously the clouds move and deforms.
This new version is more realistic than Reliefs 0.1 and the game use less performance with this new version that the previous versions.
With an Nvidia 1080ti in ultra graphical quality in 2560x1080 resolution with 16go of memory:
- Reliefs v0.1 old version : Used 1.4 go of memory and from 70% to 95% of the graphical processor.
- Reliefs v0.2 The time of the Lemures : Used 2.3 go of memory and from 25% to 45% of the graphical processor.
The new version uses more memory because I have now the possibility with the new game engine to use more large textures than the old game engine use in the 0.1 version.
In conclusion, Reliefs The time of the Lemures uses less performance than the older version, and this is a good news!
Thank you everyone and see you soon for the next Diary of devs!
A new year has arrived and Reliefs is always on early access. When I have released Reliefs in early access, I have planned 12 months of the work to release...
For this week, I have a lot of work on the size of the game world and to create the most realistic textures for the ground as possible.
For this week, some concept arts of the next version of the game.
But when is over, i could work on Reliefs to release the 0.2 version soon as possible. I resume the "Diary of Devs" of Reliefs before the end of this...
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