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.
Hey everybody! Jon's been working on a variety of things: trying to cleanup and fix issues for the next release, and working on the revised character motor that addresses collision issues we’ve been having.
Here’s what he's been looking at:
(So many numbers…)
So far he's gotten the basic motor functioning. Getting the steering forces to ‘feel’ right is taking some time, but off to a good start. But realism isn’t the goal, as input feels less responsive and instant changes in velocity to match input isn’t good, either — somewhere in between. Friction variation on different surface materials is something we want to keep as part of the game too.
Some advantages of the new motor setup include: slope angles affecting top speed, more smooth shifts in velocity, and improved jump calculations. Next, Jon plans to integrate additional actions such as the character shoving, shoulder mounting, tree climbing, etc.
Town Hall which resides in the Upper Town. We have many plans for this building, in the future.
Harbor Building, yet to be named. It’s in the harbor…
I went off the deep end and dived into the water shader, yet again. The spoils? There’s now underwater fog (depth, fading blue), when looking through it. We'll have to add fog once you're underneath to match, in the future. It'll be a bit tricky with multiple players/cameras though. Also, the refraction has been improved, as your character doesn't distort when standing in front of the water, as before.
I also continued with season changing setups, adding reddish leaf variations in Autumn and leafless maples in Winter (as oaks already lost their leaves).
We are also working on getting Chipmonk! onto Steam. Our store page, listed as ‘coming soon,’ is up. Have a look:
We are familiarizing ourselves with the process so hopefully when we get to putting TAR up there, it will be a lot easier.
And we leave you with a screenshot:
Back to work...
Our development, or what we've accomplished last month, December 2018: sky & clouds, starts of seasons?, and more!
Overview of our development progress over the past year (Nov. 7th 2017-2018).
Our development since our last article (in August): Nested prefabs (thus starts of items on store shelves/etc), new area previews, new props, condition...
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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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