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.
Howdy! We’ve been working away, despite the holiday (Thanksgiving). To say the least, we ate hearty. Besides stuffing our faces, here’s what we’ve accomplished during the month of November:
Continuing work on the West Trading Harbor (working title), it has since improved. Previously, what was shown in the screenshots of October’s Progress was about the extent of what was the harbor. Now looking the other way, the area is contained! The buildings are obviously placeholder and the scene is still WIP.
This is the Harbor Lighthouse (WIP), spoils of continuing work on the harbor. In the gifs above, you can also see more of the harbor, at a distance.
Jon has continued working on encounters, particularly with guards reacting to crime. Now, when someone is detected committing a crime (in a scene with a garrison), a bell will toll and guards will start to appear!
We are still encountering the issue of our player’s falling/passing through certain colliders and have linked it to using Unity’s CharacterControllers… Jon has tested a preliminary Rigidbody motor and found no issues with passing through colliders, as of yet. We may have to switch over to this “Rigidbody motor” in the near future.
For some good news, we can now build the game again! For a while there, we had lost the ability to build the game, due to build errors, after one of the Unity updates and the many changes we’d made. So now we can actually start really testing this version of the game properly.
And we leave you with a preview:
I did a little landscaping outside of the Lava Cave. :)
Until next time.
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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