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.
Hello everyone! We've been working away despite our lack of updates. Here's what we've been up to these past 3 months or so:
(A jelly with its own fancy shader.)
This is the next creature, to spawn in the Water Cave and elsewhere (possibly during some rain storms). They can be any color, allowing for varying types (or elements) down the road.
This is where players will be able to adjust their appearance in Terradim. It even comes with a preliminary sign design. Currently, it contains mirrors, to adjust appearance.
Jon has worked on moving data to external XML files (more below). Added effects/elements are now loaded from XML files. As a result, we’ve added some more new potions!
These new potions include:
Upon profiling the game recently, we have found that the CPU time for calculating physics has been quite a problem. Scenes with lots of objects/items such as the Town are especially troublesome. Consequently, we have decided to make some changes.
Crests are coming along! The shader seems to be working.
(The Apothecary's walls have widened just a bit.)
I've worked on polishing the Smithy and Apothecary buildings, including widening their walls, or adding more depth. This should help with weapons, character heads (when leaning over), and horses from peaking through walls. It also seems to make it easier to jump up into windows, since the colliders have more depth, therefore you don't get caught in them or bumped out. Once this is complete, I plan to move on and do the same with the other previously made buildings.
Since upgrading to the new Unity (v2018...) some of our shaders didn't work quite the same (some with errors). This is possibly because we’re new to shaders and don’t know all what we’re doing as of yet… Suffice to say, we've fixed some shaders and adapted others to work (in other words, some may not look exactly the same, but now work/render correctly). Water has an edge still but doesn't look quite the same (as shown in previous articles/images), and the lava shader also looks a bit different (although I've since revamped/created new texture/specular/normal maps too).
There’s been other odd occurrences of collider gaps — that I’ve discovered since upgrading — as if holes go right through the geometry in certain locations… This seems to span across multiple model files, not just tied to any one in particular. The town scene is notably the worse scene experiencing this, if not the only, which makes it even more odd. This might be related to the issues some players have reported, where you’d fall through the ground.
Until the next update!
1st 2018 Dev update: preview of preliminary castle, new shaders/graphics, scene transitions, an introduction to fatigue, & more!
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2nd demo release to the public! (Pre-Alpha, v0.1, 32-bit)
2nd demo release to the public! (Pre-Alpha, v0.1, 64-bit)
2nd demo release to the public! (Pre-Alpha, v0.1, Universal)
2nd demo release to the public! (Pre-Alpha, v0.1, Universal), this one's untested, therefore experimental.
First demo released to the public! (Pre-Alpha, v0.0.22.2)
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