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!

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Sep. 3 – 16: Raw Gems, Settings, & Roadmap

Jon: Howdy! Here’s the past 2 week’s progress:


Settings Progress

I’ve been continuing to plug away on the new settings systems and have got the majority of it setup. Here are some new options that will be available in the next release:

  • Attack HUD toggle (displays attack direction)
  • Camera offset amount
  • Default camera zoom – when toggling from 1st to 3rd-person, this will be the initial distance.

In addition to the previous graphical settings (Bloom, DoF, SSAO, etc.) there are some new graphical effects that can be turned on now. Most of these settings can now be toggled per player too!

  • Additional Graphical Effect Settings:
    • Greyscale
    • Anti-aliasing
    • Motion Blur

Certain graphical settings such as Realtime shadows are global, and cannot be edited per player – at least, for now…


Raw Gems

Andrew has made and setup raw gems that can be mined from certain sources.

WIP raw gems.

More collectibles to be sold for mediocre prices. 😛


Misc. Improvements & Bug Fixes
  • Andrew has been working on expanding Dalwood along with a transition to the Water Cave.
  • Magic work:
    • Added spell fail chance, which decreases with corresponding Arcane skill.
    • Added 2 support spells for the Cleric’s Staff: Pacify & Dispel.
    • Spell nodes in magic HUD will ‘Gray out’ if you lack the stamina to cast.
  • Added lockpicking as a crime that guards detect.
  • Lockpicking speed now increases more gradually with Dexterity.
  • Hefting throws now scale with Strength.
  • Added props:
    • Bench – 2 seater
    • Long thin carpet.
  • Swapped potion bottle shader. It is now visible in menus.
  • Tweaked sky & fog colors when it’s raining. More desaturated and dark.
  • Fixed issue with height damage. This may have been the cause of seemingly random height damage at times.
  • Fixed additional limb objects (neck, feet, hands) from not clearing their vertex colors/injured effect when healed.
  • Added some additional loading screen messages.
  • Tweaked experience points for lockpicking and bartering.

We have also released the roadmap for this next version: Roadmap v0.1

We’re getting there, and are still shooting for December. Enjoy your weekend.

Aug. 20 – Sep. 2: Coif & Crime

Jon: Despite our silence last weekend, we have been working away! I started working on revising settings, but got stuck and jumped to other things.

We decided to upgrade the project to the newest Unity version, 2017.1. We took some time these past weeks to resolve some issues encountered when updating and still have a few left to deal with. Nonetheless, here’s some notable things we’ve accomplished:


Coif

Another headwear option. A cozy coif.

 


Crime

Since freedom of action is something we want to keep in the game, we are working on punishment for crimes. Here’s the start:

Justice.

I’ve begun working on having guards detect crimes. Currently, when they detect a crime they will become hostile towards the criminal. Guards identify the following as crimes:

  • Pickpocketing
  • Assault
  • Damaging certain property (windows & some doors)

Currently, they aren’t very perceptive and they don’t patrol around, so there’s a lot of work to be done. There are also a lot of other things that I still need to code as crimes, but this is a start.


Misc. Improvements & Bug Fixes
  • Added a quick drop button for dropping selected item in inventory (weapon draw/sheathe button), finally! 😮
  • Failing to heft, due to insufficient Strength, now restricts movement for the entire animation.
  • Added gems:

Gem shader & meshes courtesy of Unity Technologies 😀

  • Lantern has been textured:

  • Inn roof and chimney progress:

  • Overhauled added effects system:
    • Fixed bug where fire effects (sound & particles) would remain on weapon hits after incandesce effect ran out.
    • Steam sound will play again when refilling the incandesce effect, not just when you start it.
    • Added support for multiple weapon effects at once.
  • Worked on magic systems:
    • Got sound FX back in for various spells that were lost since the start of the new system (post public demo).
    • Setup summoned bats and hornets to not attack each other if they share the same master/summoner. They will also loosely follow their master/summoner if there are no available targets to pursue.
    • Various additional bug fixes & improvements to the new magic system.
  • Worked on balancing leveling up/experience points gained.
  • Worked on optimizing some UI menus, splitting UI elements into multiple canvases.
  • Cleaned up some old scenes that are no longer in use and just bloating file size.
  • Fixed incorrect physic material on Apothecary foundation, now Stone.
  • Fixed some UVs of stairs in Arena spectator buildings and the Clothier building in Town.
  • Various material optimizations & improvements, including tunic & pants.
  • Female mesh tweaks.
  • Continued assigning missed entity common names on various operable props.
  • Added a surprise to the garderobes… 🙂

We have begun working on the roadmap for this version’s release and we’ll make it publicly available soon. So far, we are on track for releasing this version by the end of this year.

Stay tuned & enjoy your weekend!

Aug. 6-19: Hammer Time!

Andrew: Hello! For these past two weeks of development, here’s what we’ve accomplished:


New Weapons

3 new weapons, first pass.

I’ve been hammering out 3 new weapons this week: wooden hammer, war hammer, & ball mace.


Cooking Pot Fireplace Swivel

The swivel is operable, swiveling out as its name implies. This will have greater use later.


Revised Party Setup

Jon has made progress on character creation, now in the player/party setup screen. A new user/character can now be made right in this screen, while other players are selecting their characters (how convenient!). It is still WIP.


Misc. Improvements

  • Improved textures of: single bed, firebowls, & bunkbeds.
  • Added a setup/config file (.ini).
  • Setup local warps in the Arena around the Inner Walls.
  • Tweaked & added loading messages.
  • Setup quickslot toggle to ignore weapon choices that you cannot use (e.g. “insufficient strength”/etc).
  • Quite a few miscellaneous bug fixes…

Have a good weekend!