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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!

Post news Report RSS TAR Progress: Hefting, Alchemy, and Sheathing Weapons

Dev Update (Mar. 27 - Apr. 9): hefting, alchemy, sheathing weapons, height damage, weapon balancing, next creature preview, misc improvements, bug fixes, & screenshots!

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Hi all-

We are slowly but surely working towards our Early Access release. Here’s what we’ve accomplished within the last 2 weeks:


HEFTING

• Added a new pickup & pickup fail animation (WIP). When attempting to lift an object that’s too heavy (insufficient Strength), the pickup fail animation will play &, as you can imagine, the object will remain right where it was.

• Held objects now add onto your burden decreasing movement speed.

• There's now a Strength requirement for hefting objects and you will lose stamina based on the hefted object's weight. Items within a container will also add on to its weight, increasing the Strength pre-requisite and the stamina consumption of the lift.

Lift_preview 01


ALCHEMY

More progress on the alchemy system, although we are still experimenting with how to do the effect combinations. Here’s what we’ve progressed on:

• Opposing elemental effects now cancel each other out, eg. Healing (Vita) & Health damage (Mort). It should now be impossible to create a mixture that heals you and damages you at the same time.

• Started implementing dormant elemental effects in ingredients. Dormant effects are effects that can become active by mixing with other ingredients. A consumed item’s dormant effects will not be applied to the consumer.

• You now receive a message, “Insufficient ingredients,” when attempting to use a Mortar & Pestle with less than 2 possible ingredients.

Some of this stuff may change in the future, as we are still trying to decide on a lot in Alchemy.


SHEATHED WEAPONS

TAR_SheathedWeapons


Weapons that are sheathed will now be visible on your back or on your side. WIP. Previously only shields & a couple of weapons were setup. We’ll have to setup every new weapon we add, but we’ve setup all the current ones that don’t look silly (e.g. the Club/Ancient Stone Sword).


WEAPON TWEAKS & BALANCING

• Attack speed for the Longsword & Scythe have been decreased, to give them more of a feel of their weight and length.

• Dagger’s attack speed has been increased.

• Hitting “actors,” versus inanimate objects, will now reward you with more experience points.


MESSING AROUND WITH FALLING & HEIGHT DAMAGE

You no longer take the steady 10 damage per any fall beyond the “safe” threshold. Now you actually have a chance to get killed from falling when you have more than 10 health remaining, since the damage increases with height.


MISC IMPROVEMENTS & BUG FIXES

• Selecting the ‘Dump Items’ button in the inventory menu will now dump all of your items into a container, if looking inside one, as opposed to always dumping them on the ground.

• Added a weapon hit glass sound.

• Windows are now destructible and have a graphic (glass chunk particle) when destroyed.

• Doors can now be destroyed, no destroy graphic yet.

• Damage popups now animate when they appear.

• Damage popup’s drop shadows now reset correctly. You should actually see the drop shadows behind the popups now.

• Damage popups now appear for any damage taken, except gradual every-frame damage like poison. Previously, certain damage values such as height damage would not spawn a damage popup.

• Stamina damage popups now appear, when enabled, after any stamina exertion aside from every-frame depletions such as sprinting.

• Stamina damage popups are now smaller than the normal damage popups (Health) and start disabled, by default.

• Repair tools can no longer be used (entering repair menu) when there’s nothing in your possession that can be repaired.

• Added an ‘evening’ console command.


A NEW CRITTER JUMPING INTO THE ARCANE RELICS™?

TAR_NextCritterSilhouette



AND WE LEAVE YOU WITH SOME SCREENSHOTS!

tar-2player

tar-arena-shield-to-face

Shield in the face!

TAR_Screen Shot 2016-04-02 at 3.33.35 PM

Have a good one!

Post comment Comments
frenchiveruti
frenchiveruti - - 372 comments

Haha, this looks amazing, following.

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Radar11m
Radar11m - - 694 comments

neat

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Smler
Smler - - 20 comments

How did you put the crate onto the players hand???

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jniemibro Author
jniemibro - - 7 comments

We are currently using a fixed joint.

When the character picks up the crate, which is a non-kinematic rigidbody, we position the crate to where we want it relative to the character then add a fixed joint and assign the connected body to the target. The target, in our case, is actually the character's hips. The hips are also a rigidbody, but kinematic.

Reply Good karma+1 vote
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