1st Public Demo Release!

Andrew: Greetings and good tidings! This week we’ve wrapped up testing and thus, our first public demo is here!


First, the trailer for the demo

DOWNLOAD THE DEMO

You can download the demo here on indieDB: http://www.indiedb.com/games/the-arcane-relics/downloads.

Or, here on itch: niemi-bros.itch.io/the-arcane-relics. On itch, you are given the option to support us, by paying whatever amount you please. We also started a discussion board on itch, where you can easily provide us with feedback. We appreciate any contributions.


We didn’t get all the issues/bugs fixed that we wanted to, but, for the most part, we got the critical ones.

Now, with this release, we’re going to take a short break from daily development, a sort of limited vacation.

Enjoy the demo!

June 18-24: Clouds

Andrew: Hello on this Saturday. This week of development, on my part, has been mostly optimizing buildings & materials, to improve Town performance. Nevertheless, here’s some of the things we worked on:


Next Clouds Iteration

I’ve also been messing around with redoing the clouds. They look a bit better and aren’t as flat looking as the previous ones (in the public demo). The biggest improvement is that they no longer take fog – fixing issues with fog rendering on top of clouds, encountered after upgrading Unity to v5.6.


Misc Bug Fixes & Improvements
  • Wooden chair is now textured:
  • [Retraction] Gold is back as the primary currency in Terradim, despite mentioning a few posts back that we were switching it to silver. We found that having a second item for currency (also coined), just made it more confusing, less intuitive, and, frankly, not as classic. Additionally, the color of gold draws your eye, since it’s a less common color within the game.
  • Optimized various materials, removing unneeded details and creating better main texture maps, improving appearance anyway.
  • Optimized more buildings in Town, improving performance.
  • Persuasion skill now affects bartering prices.
  • Chandelier, in Tavern, improvements: 

Until next time.

June 4-17: Moving Along

Jon: Hey, hey! Among bug hunting and ripping old unstable systems a new one, we have accomplished some new things!

Here’s what we’ve accomplished for the past 2 weeks of development:


Movement Speeds

After much feedback we’ve finally started addressing some movement speed issues. Here’s some changes that we’ve made:

  • The default movement speed is now a bit quicker, and the increase in speed while sprinting is greater than before.
  • Item Burden has less effect, using an exponential curve vs. a linear, upon your movement speed.
  • Sprinting with Stamina, ignores a certain % of Item Burden. Once stamina is depleted, Item Burden will take a greater effect.

Trades Skill Group

Added another skill group, Trades. Currently, it contains the skills pertaining to Alchemy, Repairing, and Reviving others.

Since repairing is now tied to a skill, lower skills values can now result in failed attempts, causing damage to the targeted item.

I have not worked on the alchemy skill influence yet, as alchemy, itself, is temporarily broken. :/


Block Push

A new mechanic has been added, the block push.

This is a push animation that I made back before 2010…

It is very much a WIP, but is functional and we’re still trying to decide if we want to keep the ‘move into it’ approach, or use an ‘interact to enter push mode’ approach.


Crossbow Reload

The crossbow now requires a reload between shots, making it a bit more reasonable for how powerful it is.

An audible animation pulling the rope back is in, but I still need to setup the movement restriction during the process. The animation is very much WIP as well.


Magic Stone

Another magic catalyst besides the Wizard’s Staff. This will have more uses later.


Misc. Improvements & Bug Fixes
  • Experience Points (XP) in the status menu now displays the total XP you’ve acquired out of the amount you need to reach, in order to level up. Previously, the XP would reset back to zero, every level up, and the latter number would just display the amount needed.
  • Reviving a combatant in an arena match will now place that combatant back into the match, preventing the other team from winning. In other words, all members of the opposing team must be incapacitated in order for your team to win, instead of defeating each of them once.
  • Dummy skills in a skill grid can no longer be highlighted through menu navigation.
  • Fixed incorrect raycast on scene transitions/starts that would cause players to start in the ground, about waist high.
  • Dropped default look sensitivities.
  • Started creating LODs for buildings and optimizing them to improve Town scene performance.
  • Continued assigning names to entities.

Where could this be?

Remember that secret I mentioned weeks ago? This just might have a connection with it. 😀

May 28-June 3: Clothier

Andrew: Hey everyone, this week:


A New Building: Clothier

What’s going on in there?

Clothe thyself!

I encountered some troubles with the lightmaps (while contemplating whether it’s worth it at times, due to how poorly it runs on our mid-2012 computers), but here’s the next addition to the Town. It also includes:

  • Clothing Stands (which currently just equips random clothing items)
  • Dye Shelves (why dye today?)

Some Town Improvements

I decided to replace the placeholder building there, by the archway, with a wall (fenced in on top), where there’s now stairs up in the back. Before, it clipped through the nearby residential building behind the tree.


Movement Speeds

Jon has worked on movement speeds (among other things), decreasing the impact of burden upon your sprint. I’m sure he’ll tell you more later. 🙂


That’s all for this week.