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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.

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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:


NEW CREATURE: SLIME



(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.


NEXT BUILDING: BARBER SHOP



(Hippidy-hop to the barber shop.)


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.


NEW POTIONS


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:

  • Haste – speeds you up.
  • Slow – self-explanatory, opposite of haste.
  • Rouse – counteracts/protects against sleep.

REDUCING PHYSICS PERFORMANCE


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.

  • New weapon hit detection: we are moving away from using rigidbody/triggers to a custom hit detection (Boxcasting). Collisions actually seem better after swapping to this setup! It’s easier to hit small items on a surface such as gems on a table.
  • New item physics: Previously, most items were rigidbodies (using dynamic physics), but now we are using a custom system for emulating physics. Jon calls it “cheap” physics. This is a WIP, but looks promising. There will probably be some issues with this in the next release, but seems to be a step in the right direction.

BRIEF CRESTS PREVIEW (quite brief...)

Crests are coming along! The shader seems to be working.



(The choice of crests, however, is questionable…)



OTHER NOTABLE FIXES & IMPROVEMENTS


  • Widening building walls, Apothecary & Smithy buildings:

  • (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.

  • The torso lean when attacking up/down will persist throughout an entire attack (no matter the weapon). Previously it was a set duration, so with larger weapons the torso lean would end before the swing would even begin. This allows you to properly attack things above or below you, eg. power-attacking a chest with a battle axe should be a lot less frustrating. Also, the torso lean now uses interpolation, thus should no longer pop into rotation.
  • Sleep Improvements:
    • Characters snort instead of playing standard hurt/attack vocalizations when asleep.
    • Sleep effect, from a potion, will recover health and fatigue now too.
  • Jon has continued moving a lot of game data to external XML files. Notably, magic spells, added effects, and certain color sets.
  • Setup a note item to load in place of an item that fails to load, probably due to an incorrect tag/missing in item database. Displays information when read on what item tag failed to load.
  • Music tracks now load in background. This should reduce hitches when a new clip is loading.
  • Saved ColorData now stores float values, not bytes, allowing for HDR colors to be saved. Alpha has also been added.
  • Improved clouds and water splash particles, adjusting shaders/etc.
  • Experimenting with some new UI textures:


(It’s starting to look like a “real” game. Almost…)


  • I’ve also been continuing work on newer areas in the game, including: the Lava Cave & the outer town Castle Way. Now the Castle Way can now be seen from the Upper Town:


(This, looking out the Upper Town Southern gate.)



SOME SETBACKS

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.


And we leave you with a preview:




Until the next update!


TAR March-April Dev Update

TAR March-April Dev Update

News 2 comments

Development for the past 2 months: AI, Lava Cave, swing-throughs, potions, random systems, and external data...

TAR 1st Update of 2018

TAR 1st Update of 2018

News

1st 2018 Dev update: preview of preliminary castle, new shaders/graphics, scene transitions, an introduction to fatigue, & more!

TAR Demo v0.1 Release!

TAR Demo v0.1 Release!

News 1 comment

Seasons greetings! Good news, we wrapped up the major bugs/etc for this version, v0.1, and it’s now available for download! Includes a trailer, TAR...

TAR 3-Year Development Anniversary Update

TAR 3-Year Development Anniversary Update

News 1 comment

Today marks our 3rd year anniversary of developing The Arcane Relics! This update will include an overview of changes since last year (on November 7th...

RSS Files
TAR Demo v0.1 (Windows-32)

TAR Demo v0.1 (Windows-32)

Demo

2nd demo release to the public! (Pre-Alpha, v0.1, 32-bit)

TAR Demo v0.1 (Windows-64)

TAR Demo v0.1 (Windows-64)

Demo

2nd demo release to the public! (Pre-Alpha, v0.1, 64-bit)

TAR Demo v0.1 (macOS)

TAR Demo v0.1 (macOS)

Demo

2nd demo release to the public! (Pre-Alpha, v0.1, Universal)

TAR Demo v0.1 (Linux)

TAR Demo v0.1 (Linux)

Demo

2nd demo release to the public! (Pre-Alpha, v0.1, Universal), this one's untested, therefore experimental.

TAR Demo v0.0.22.2 (Windows)

TAR Demo v0.0.22.2 (Windows)

Demo

First demo released to the public! (Pre-Alpha, v0.0.22.2)

TAR Demo v0.0.22.2 (macOS)

TAR Demo v0.0.22.2 (macOS)

Demo 1 comment

First demo released to the public! (Pre-Alpha, v0.0.22.2)

Comments  (0 - 10 of 51)
_WulfKang_
_WulfKang_

Been a long while since I've stopped by! How's development lads?

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_WulfKang_
_WulfKang_

This game has too much potential and originality to go to waste,The concept of it is great and well damn..it's just a really good game.How are ya'll doing on it thus far since that little update post?

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aniemibro Creator
aniemibro

We're not giving up yet ;) Still working away (our updates have just been lax). An update is in progress...

Reply Good karma+1 vote
.Attar
.Attar

I just managed to try it out it is great! but it looks like you stopped working on it did you?

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aniemibro Creator
aniemibro

We're still working, don't worry. :)

Reply Good karma+2 votes
_WulfKang_
_WulfKang_

Great release! Damned I missed it when it first came out,I Won't make the same mistake.Time to binge!

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_WulfKang_
_WulfKang_

I Love this game man,I Just got done playing the demo with a friend and he enjoyed it as well.In its current state its a little wonky and wild but it was quite enjoyable.The whole aspect of sitting down with friends and playing this is glorious.The potential is quite abundant here,It would be even cooler if there were to be mods for it.

Good luck with this wonderful game and to ya'll.

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aniemibro Creator
aniemibro

Thank you! Glad you enjoyed it

Reply Good karma+1 vote
_WulfKang_
_WulfKang_

And if you don't mind I'd like to post some suggestions.

More Monsters! - Orcs,Goblins,Trolls?,Dragons?

More Races such as Elves,Dwarves,Orcs

Factions- The Main Kingdom,Possibly the ability to make your own tribe/Kingdom?

The Ability to build a house,Crafting in general

The Armor and weaponry already implemented is glorious,Job Well done.But hows about some warhammers,Halberds,Javelins,Longbows,Shortbows

The town is quite dry,I Know its in early access but eh.The town feels quite dry as of now,Not alot of npcs etc.

The ability to mod the game,I Can barely imagine all that could be made from this game.Like lord of the rings or game of thrones modules.

More Dungeons,The grand arena could use more obstacles within since its quite open,Maybe like deathtraps or ramps!

More Hairstyles,Facial hair.

Thats about it man,I ******* love this game man.The Potential like I said is just tremendous!

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aniemibro Creator
aniemibro

We don't mind suggestions. At this point, we plan to keep adding things from our backlog, but we are a small team so time encourages us to prioritize certain tasks/features. Someday, we hope to get many of these done. :) Dragons, for example, will probably be quite a while before getting in, a lower priority. We are working towards having some things moddable, but it's a slow process for us... We're learning as we go. :D

Reply Good karma+2 votes
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The Arcane Relics™
Platforms
Windows, Mac
Developer & Publisher
Niemi Bros Entertainment
Engine
Unity
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Latest tweets from @thearcanerelics

This #screenshotsaturday, start of merchandise appearing on store shelves. Made possible with nested prefabs, in th… T.co

Oct 1 2018

This July 4th, enjoy a sneak-peek at crests! #indiedev #gamedev #WooGameDev T.co

Jul 3 2018

We've had some setbacks, but we're still working away! See more: Thearcanerelics.wordpress.com #indiedev #gamedevT.co

Jun 1 2018

Hot stuff this #screenshotsunday. Happy Easter everyone! From: Thearcanerelics.wordpress.com #indiedev #gamedev T.co

Apr 1 2018

Castle's coming along... this #screenshotsaturday. From: Thearcanerelics.wordpress.com #indiedev #gamedev T.co

Mar 3 2018

1st 2018, new look of water in TAR, this #screenshotsaturday. From: Thearcanerelics.wordpress.com #indiedev #WooGameDev T.co

Feb 3 2018

TAR v0.1 is released! Here's the quick trailer: Youtu.be @itchio @IndieDB #indiedev #gamedev #WooGameDev #madewithunity

Dec 23 2017

#HappyHolidays, we're getting closer to releasing v0.1, but here's a video: Youtu.be

Dec 12 2017

Zombies are in the Catacombs! From: Thearcanerelics.wordpress.com #indiedev #gamedev #screenshotsaturday T.co

Oct 28 2017

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