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.
Long time no see! Despite our silence, we have been working away. Now that we’ve released v0.1, we begin our journey to the next version. Here’s what we’ve been working on so far:
(WIP. Battlements still needed atop round stair towers)
The Town Castle is coming along, but is quite sparse at the moment. The layout of rooms, although not quite historical (not that we were going for that), is basically complete.
We’ve been dabbling in shaders these past few months and managed to get some things working, though all still WIP. Have a look:
Notice the improved edges where the water meets land.
Another thing Jon has been working on is improving scene transitions and fancying up the loading screen. Here are some improvements:
For other Unity users out there, Jon found that even when using additive asynchronous scene loading there’d be a hitch. This is due to many Awake/Start calls executing at once, which are on the main thread, after the scene load has finished…
For scenes such as the Town, this really increases loading time and he has been working on some solutions. He'll share it once he has something.
Started the basic Fatigue system that we’ve been thinking about for a while. Maybe you noticed the thin yellow bar under stamina that never did anything? Well, now as you consume stamina, you will slowly fatigue, which will temporarily limit your maximum stamina, until it’s recovered by eating or sleeping. Once fully fatigued, you will pass out temporarily.
We don’t want to turn the game into another survival game, but wanted to increase incentive to bringing food on journeys and making sleeping more beneficial.
And we’ll leave you with this:
Just a quick reminder, this is progress towards the next version, probably v0.2, so this is not in the active release, yet.
Have a good one!
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