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.
Hello, there! We have been working away despite our silence. Here's what we've been up to for the last two months:
(Sporting the new helm & sword, or well… two)
The main improvement, besides battlements upon the outer walls, is the addition of splatmaps!
(Inside the farmhouse. Dirt floors included.)
(And the complementary Outhouse.)
Jon has continued to toil away on the revised character motor. Some spoils:
Also, he has been working on swapping the other critters to use the new motor setup such as horses, bats, etc. so far so good. Horse animation has seen some improvements:
The motor rework has led Jon to some miscellaneous motor-related stuff as well, such as integrating Dexterity. Some notables:
On top of that, Jon has also taken quite a bit of time to clean up the project. As he puts it, "a game of this scope seems to quickly devolve into spaghetti."
(Bevy of new/improved hairstyles.)
We have managed to fix quite a few bugs, but found more as well… They’re most likely things broken after the last demo release so we won’t get into those.
Jon also been working on some new fancy Unity build tools along with some automation, as making builds continues to take up quite a bit of time. He's managed to setup weekly builds using Jenkins.
There may or may not be a new area in the works as well.
We’re getting there…
Our development update for January 2019: progress on new motor, new buildings, water shader preview, seasonal changes progress, and etc.
Our development, or what we've accomplished last month, December 2018: sky & clouds, starts of seasons?, and more!
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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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