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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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TAR Dev Update April-May

News

Hello, there! We have been working away despite our silence. Here's what we've been up to for the last two months:


NEW ITEMS


(New Gladiator Helm & Spatha sword, a set ready for arena battles!)


(Sporting the new helm & sword, or well… two)



MORE FLOWERS


(April showers bring May flowers. Worked better in May…)



CASTLE PROGRESS

The main improvement, besides battlements upon the outer walls, is the addition of splatmaps!


NEW BUILDINGS


(Farmhouse, peasants need a place to sleep.)


(Inside the farmhouse. Dirt floors included.)


(And the complementary Outhouse.)



HARBOR PIER IMPROVEMENTS


(Supports have been added along the sides.)



CHARACTER MOTOR PROGRESS


Jon has continued to toil away on the revised character motor. Some spoils:

  • Tree Climbing/Swimming – functioning and good enough for this next version barring any unforeseen issues.
  • Animation Leaning – setup a preliminary lean when characters suddenly change velocity. WIP.

  • Block Push – got the large block push functioning with the new motor. Good enough for the next version.
  • Height Damage – damage from high heights is back, but this time testing out damage by Y-axis velocity instead of a distance check.

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:

  • Leans when turning/changing velocity, similarly to bipeds.
  • Addition of sideways locomotion animation and blending (strafing).

The motor rework has led Jon to some miscellaneous motor-related stuff as well, such as integrating Dexterity. Some notables:

  • Slower movement speed backwards. Higher Dexterity will nullify the penalty. Now, 100 Dexterity will allow you to move the same speed backwards as forwards.
  • Dexterity should now scale your getup speed.
  • Roll stamina cost is affected by burden now.
  • Testing out a slide on steep slopes and ragdolling if sliding too much. Very much WIP.



SPRING CLEANING


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."

  • Removing old unused/duplicate scripts
  • Renaming scripts/classes/variables/folders. Lot of names that just don’t make sense or make things harder to find.
  • Moving OnDrawGizmos code to OnDrawGizmosSelected – the scene view was getting pretty messy and bogging down. :/
  • Cleaning out old/unnecessary static events.

MISC. IMPROVEMENTS


  • Trajectory calculations for NPCs
    • They can actually throw up and down now!
    • They also lead their targets which makes them a bit more accurate.
  • Timely block: pressing, and holding, the block button close to the time an attack would hit you will now result in a timely block. This improves the effectiveness of a block, especially with weapons.
  • Setup slow-motion if the framerate drops too low.
  • Changed crests for each arena team.
  • Increased the intensity of moonlight a bit.
  • Worked on improving hairstyles, adding some new ones too. A preview:

(Bevy of new/improved hairstyles.)


  • Reworking Input Device querying so input devices assigned in the Party Setup scene carry over to gameplay. Seems to work so far.
  • Reworking user save directories. Using an auto-generated ID for the initial folders now to allow multiple characters with the same name.
  • Lowered weight of gold.
  • Optimized some buildings.
  • Optimized glass shader, which consequently optimized buildings too.

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…

TAR Feb-March Dev Update

TAR Feb-March Dev Update

News 1 comment

Development for these last two months (Feb & Mar): Castle improvements, Town/etc graphical improvements, Dalwood improvements, Cog Ship, Homestead new...

TAR Dev Update: January's Progress

TAR Dev Update: January's Progress

News

Our development update for January 2019: progress on new motor, new buildings, water shader preview, seasonal changes progress, and etc.

Happy New Year! TAR Dev Update: December's Progress

Happy New Year! TAR Dev Update: December's Progress

News 2 comments

Our development, or what we've accomplished last month, December 2018: sky & clouds, starts of seasons?, and more!

TAR Dev Update: November's Progress

TAR Dev Update: November's Progress

News 5 comments

Our development/what we've accomplished in the month of November: harbor progress, new lighthouse, criminal hunt encounter, & more!

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 57)
XxCyclonexX
XxCyclonexX

Any multiplayer online can come ?

Reply Good karma Bad karma+1 vote
aniemibro Creator
aniemibro

Not anytime soon...

Reply Good karma+1 vote
.Attar
.Attar

Youtube.com

The most thing i like to do in this game xD

Reply Good karma Bad karma+2 votes
aniemibro Creator
aniemibro

Haha, thanks for sharing! :)

Reply Good karma+2 votes
.Attar
.Attar

I came back just to see that this game keeps getting better and better. :D

Reply Good karma Bad karma+3 votes
_WulfKang_
_WulfKang_

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

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aniemibro Creator
aniemibro

It's coming along. We plan to post an update on here next week.

Reply Good karma+3 votes
_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?

Reply Good karma Bad karma+3 votes
aniemibro Creator
aniemibro

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

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, new matching Gladiator Helm & Spatha sword. From: Thearcanerelics.wordpress.com #gamedevT.co

Jun 8 2019

This month, Dalwood improvements. From: Thearcanerelics.wordpress.com #indiedev #gamedev T.co

Mar 31 2019

Testing out world UVs in shaders. From: Thearcanerelics.wordpress.com #indiedev #gamedev T.co

Mar 4 2019

This #screenshotsaturday, Town Hall and more! From: Thearcanerelics.wordpress.com #indiedev #gamedev T.co

Feb 2 2019

RT @CyphergamezTM: Amazing and fun game @TheArcaneRelics , highly recommend it to RPG lovers! #gamers #gaming #GamersUnite

Feb 2 2019

This #screenshotsaturday, a little landscaping outside of the Lava Cave. From: Thearcanerelics.wordpress.comT.co

Dec 1 2018

Harbor Town in the works! From: Thearcanerelics.wordpress.com #gamedev #IndieGameDev #screenshotsunday T.co

Nov 4 2018

Chipmonk!, a beat 'em up starring martial arts mastering chipmunks, is available now on: Niemi-bros.itch.ioT.co

Oct 26 2018

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

Oct 1 2018

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