Celaria is a 3D Styled Parkour game which was heavily inspired by Mirror's Edge and Trackmania. You jump from building to building, performing wallruns and using different abilities like Speed-Boost and extremly high jumps to get over your obstacles. The goal is simple: Run to the goal as fast as you can. There are no enemys and no Story. Just one goal: be as fast as you can.

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2 comments by DARKLEWA on Sep 12th, 2014

The biggest additions to the new update are the improved GUI system (both in code and visuals) and the 3D map-editor which was implemented directly into the game with additional usability tweaks. I also added a new move which allows you to jump over blocks (while running) if the top surface of the block is placed below the players head. (Which makes it similar to the "speedvault" technique from parkour.) As always, there is a video of all the updates.

This update also includes bugfixes (i'm always finding new ones mostly by accident...) and performancetweaks.

Also, i'm planing on releasing the first "public alpha" version of celaria in this month.
By adding the editor into the game and revamping the GUI, i finished some of the biggest "todo" points for the game.

What is left to do (for the public alpha)?

  • adding/finishing animations to the game (the movement is pretty much finished, but the animations aren't)
  • finishing some minor things in the Editor.
  • creating a few singleplayer maps
  • adding/finishing a time-trial singleplayer mode

After that i'm pretty much ready for releasing the alpha version. Of course, this version isn't going to have all features of the final version.One of the things which will be missing is music/sound (as i didn't finish the Sound-DLL... if i finish it in time, then there will be sound in the alpha version), the multiplayer mode isn't going to be there, only one singleplayer mode will be available, etc...
I hope that i get the alpha ready in this month.
I would love to hear feedback from you (the community) regarding this game. :)
I'll anounce the alpha here on indieDB if it's ready.

Also you can follow me on twitter @DARKLEWA if you want to know about the development of the game more frequently.
See you next time.^^

Post comment Comments  (0 - 10 of 44)
umbakarna Sep 12 2014, 4:49pm says:

Wow this looks very interesting.

+1 vote     reply to comment
Guest Apr 26 2014, 4:01pm says:

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DARKLEWA Apr 27 2014, 10:52am replied:

Nope, this project isn't abandoned.
I'm still working on this game. While i haven't had a lot of time in the last months, i managed to do a bit of work on this game. This includes graphical improvements, performance improvements a lot of bugfixes (yep,...still finding bugs in this game. :/) and so on. The last big thing i was working on was multiplayer support. While it isn't finished yet, the technical basis for multiplayer (like client-server communication) actually exists and works fairly well.
Even bought the rights for the domain "www.celaria.com" and made a Website for this game. (One simple WebGL Demo/Website which is already up, and another website which isn't accessible from the internet at the moment, but will replace the current one further down the line.)

It's just that i'm a one man team (and i'm only working on Celaria in my spare time). Mainly my school is draining a lot of my spare-time which doesn't allow me to work on this game that often (if at all). :/
But nontheless, i'm making progress.

I don't plan to abandon this project anytime soon. I still enjoy working on this game.
But currently, my graduation is my main focus (as i'm on the last school-year). After that, i will work on this game more often.

+3 votes   reply to comment
TaigaIV Jan 15 2014, 10:00am says:

Hi there! I doubt you still check this page but I sincerely hope you do. I was amazed when I stumbled upon this gem of an engine and was eager to try it out since I adore Parkour / freeroaming games. However, the game engine doesn't work with Studio (as you probably know yourself) and I am having trouble updating your scripts to make them compatible. If you could perhaps upload a Studio version of the demo i'd be very grateful!

+1 vote     reply to comment
DARKLEWA Jan 21 2014, 11:52am replied:

Maybe i'll look into that if a have the time to do so.
Normally the engine should work with studio. If there are a few obsolete functions, then you need to replace them with the studio counterparts.

Note that this example/engine is very flawed and not the best approach for this kind of game. (It can be very buggy...) There are far more accurate & faster methods for doing this.

+1 vote   reply to comment
HaiImZero Nov 24 2013, 9:58pm says:

This game lookz amazing ;o
But I srsly think smaller buildings need to be added so thar essentially is difficulty levels; small buildings, brinking between small and large, and large.
Maybe moving stuffz too.

+1 vote     reply to comment
Nyanch Nov 23 2013, 1:13pm says:

Edit: Wrong thing, disregard this message.

+1 vote     reply to comment
billhilly Nov 10 2013, 4:29pm says:

please give us download!

+1 vote     reply to comment
Nyanch Nov 23 2013, 1:17pm replied: +1 vote     reply to comment
DARKLEWA Nov 24 2013, 6:44pm replied:

Just in case before someone gets dissapointed:
This is NOT the current state of development and does not represent the final product in any way. This "tech-demo"/download was literally the first "demo build" which i created in mid 2012 (This was around 3 days after the start of this project.) This were my first "steps" in more complex 3D programming.
The download is mostly targeted to other developers (if they want to know how i did the 3D collisions back then) and not to the players itself.

So don't expect anything from this download.
The "real" alpha-build of this game is going to be aviable if the game reaches an acceptable state of development.

+2 votes   reply to comment
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Latest tweets from @darklewa

@ominiq Thank you. :)

Dec 14 2014, 5:45pm

@ominiq We can try, but i don't think they'll add this as they stated that 3D isn't their focus. :/

Dec 14 2014, 5:45pm

@ominiq Currently Windows-only as it requires access to DirectX with a DLL. :)

Dec 14 2014, 8:42am

Working on the checkpoint-order system. Works fairly well in the editor without much hassle. (ds_list datastructure) T.co

Dec 7 2014, 6:13pm

@DonaldExpressDD Maybe in the future, but i don't have the time to do that ATM. It's already hard to find the time to work on Celaria.

Nov 27 2014, 6:56pm

Also working on a map in the built-in editor. Trying to do a "tutorial map". (For showing the game mechanics.) T.co

Nov 22 2014, 8:14pm

Worked on the movement & balancing over the past 2-3 hours. The only things left, are mostly animation-specific stuff.

Nov 22 2014, 8:02pm

Voxels seem to be very easy way for 3D collisions, as they are pretty much only Axis Aligned Bounding Boxes. (AABB) > easy & fast.

Nov 4 2014, 5:19pm

Did a bit of research regarding 3D collision... it's hard. I'm nowhere near as good in mathematics for such task.

Nov 4 2014, 4:20pm

@RLP091 That's true. But as you said, at least no seperation anymore. They don't need to bugfix the Interpreter and compiler simultaneously.

Oct 29 2014, 4:40pm

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