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.
Greetings! It’s been over 2 months, but we’ve been working away. Work for these months consisted of a lot of cleaning up, organizing, polishing, & fixing things. Nevertheless, here’s some of the spoils worth showing-
Amongst other things, I’ve been working on improving various shaders. Some work has been creating variants (with shader features), which has been quite a learning experience. Too many variants causes its own issues with build/load times… Anyway, here’s some of the improvements:
Although it hasn’t changed much from the last post, the water now has noise added to the edges, thus waving a bit. It also fades slightly on the outer edge.
(Character fades too.)
Now entrances are something more than just flat planes.
The sky shader has seen some improvements as well. Now there’s two layers of clouds: above the current layer (which is a particle system), one additional layer has been added right inside the skybox shader (generated by noise maps).
Other than bug-fixing, Jon has been working on various things, including AI. Here, take a look:
Now enemies/NPCs in pursuit will sprint towards their targets when farther away and slow down when near. It’s one of the spoils of his steering behavior work. He may tell you more about it later.
He’s also been working on stealing. :D
(What’s that tent in the background?)
(Ruffians in pursuit.)
We’re still shooting for the end of this year, for v0.2.
Development update (for April-May): new items, props, castle improvements, new buildings, and more!
Our development update for January 2019: progress on new motor, new buildings, water shader preview, seasonal changes progress, and etc.
Our development, or what we've accomplished last month, December 2018: sky & clouds, starts of seasons?, and 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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