July 9-15: Starry Night(7/15/2017)-Jon: Hello, again! Guess what? This week we’ve got some more things to show you: Seeing Stars Night skies are now filled with stars. NPCs Opening Doors NPCs have gained the ability to open doors! This makes things a little more interesting while being pursued, especially in town. NPCs will open a door that’s closed, if … Continue reading July 9-15: Starry Night
July 2-8: Archer Hat(7/8/2017)-Jon: Hi, there! Here’s the week’s progress: Archer Hat Misc. Improvements & Bug Fixes Pickpocketing: Being detected while pickpocketing an NPC will cause them to get hostile. The inventory menu will also immediately close as well. Items will no longer transfer if the pickpocket was unsuccessful. Magic: Started experimenting with magic chants for magic in the … Continue reading July 2-8: Archer Hat
June 25-July 1: Hound’s Hood(7/1/2017)-Andrew: Greetings! We were helping build a garage as well as building The Arcane Relics this week. Here’s the progress seen in Terradim: New Helm: Hounskull Bascinet The helmet opens and closes similarly to the Close Helm. It is still WIP. Misc Improvements & Bug Fixes Improved animation scaling with movement speeds, most noticeable while crouching. … Continue reading June 25-July 1: Hound’s Hood
June 18-24: Clouds(6/24/2017)-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 … Continue reading June 18-24: Clouds
June 4-17: Moving Along(6/17/2017)-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 … Continue reading June 4-17: Moving Along
May 28-June 3: Clothier(6/3/2017)-Andrew: Hey everyone, this week: A New Building: Clothier 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 … Continue reading May 28-June 3: Clothier
May 21-27: Botanical Shop(5/27/2017)-Jon: Hello! We’ve got some stuff done this week. Have a look: Next Building Here’s the next building to sprout in Terradim! It will have something to do with plants… Includes new additions: Vines Plant pot Counter shelves Respawning When traversing dangerous areas, or outside of sandbox mode, players will now have the option to respawn after a … Continue reading May 21-27: Botanical Shop
May 7-20: Control Changes(5/20/2017)-Jon: Hello, everyone. We have been silent last week, but have been working away, nonetheless. Here’s what we have to show you for the past 2 weeks: Control Changes After quite a bit of testing, getting some feedback from players, and re-evaluating some of our designs we have made some control changes. Basically, sprinting has … Continue reading May 7-20: Control Changes
Apr. 30-May 6: Sprinting Ahead(5/6/2017)-Andrew: Hello on this rainy Saturday! Here’s what we’ve been up to during this week of development: SPRINTING FIELD OF VIEW Now the camera’s field of view (FOV) increases while you’re sprinting. It really makes you feel faster than you really are, and provides you with feedback when consuming Stamina. WEAPONS: Remaining NEXT TEXTURE ITERATIONS Retexturing of Props Misc Bug Fixes & … Continue reading Apr. 30-May 6: Sprinting Ahead
Apr. 23-29: Hit Animations(4/29/2017)-Jon: Hello, everyone! For this week, we’ve a little bit to show. Hit Animations I finally setup the attack directions/types to be passed with damage events. Thus: When struck, characters now play hit animations, leaning, based on the direction of the attack. I’ve added a HUD for attack directions which you can see a preview of above (the floating … Continue reading Apr. 23-29: Hit Animations
Apr. 16-22: Sky’s The Limit(4/22/2017)-Jon: Hello, there! Here’s some of what we’ve accomplished this past week. Skybox We have setup a new skybox where we can manually tweak colors throughout the day cycle. The default Unity skybox didn’t quite capture some of the colors we were aiming for. Hefting Heftables are now setup to damage what they hit by … Continue reading Apr. 16-22: Sky’s The Limit
Apr. 9-15: Braziers(4/15/2017)-Andrew: Greetings this Easter weekend! Here’s what we have to show: New Braziers We added some new props with functionality! The braziers can be lit, if you are carrying a torch. Weapons: NEXT TEXTURE ITERATIONS Continued The retexturing continues. I also tweaked the handle positions/rotations of the scythe, to be properly animated in the future. Misc Improvements … Continue reading Apr. 9-15: Braziers
Apr. 2-8: Varying NPCs(4/8/2017)-Jon: Howdy! This past week, we decided to upgrade to the latest version of Unity (5.6) and like most updates, issues have popped up. Nevertheless, we are getting through them and we have also noticed a few fixes as a result of the update too! (They’ll be at the bottom under bug fixes section.) NPC Types & Dialog Variation … Continue reading Apr. 2-8: Varying NPCs
1st Public Demo Release!(3/26/2017)-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 … Continue reading 1st Public Demo Release!
March 5-11: Getting Closer…(3/11/2017)-Jon: Hello there, I am continuing to hunt for bugs and chipping away at the last of my tasks. I’m hoping to get through my list by next month… Even if there’re still some issues, we may decide to release the demo then, anyway. 😀 This will be a pre-alpha demo after all. Character Creation I … Continue reading March 5-11: Getting Closer…
Feb 26-Mar 4: Graveyard Revealed(3/4/2017)-Andrew: Hello again. This last week, I’ve made great progress on the new area. Consequently, here it is: Town Graveyard This scene, you’ve been dying to see, is accessed from the Town. All the graves are new props, and this is the last area planned to be made before the first public demo. Now it’s just about polishing the areas … Continue reading Feb 26-Mar 4: Graveyard Revealed
Feb 19-25: Dalwood Revealed(2/25/2017)-Andrew: Hello everyone, We’ve been working away on various tasks. Fortunately, we do have a few things to show for it: Dalwood Revealed The preliminary forest, down river from the Town, is getting close to complete for the first public demo. Of course, the full forest will encompass a lot larger area than what will be playable in … Continue reading Feb 19-25: Dalwood Revealed
Feb 12-18: Polishing Menus & New Horizons(2/18/2017)-Andrew: Greetings, this week consisted of largely tidying things up, bug fixes, and polish. Nevertheless, here’s what we have to show you: Items In Player-Select Menu Now in the Player-Select menu, when you select a profile/character, their equipment will appear as last saved. Distant Horizons Focusing on making areas into more believable environments and adding distant areas along the … Continue reading Feb 12-18: Polishing Menus & New Horizons
Dec. 25-31: Happy New Year!(12/31/2016)-Jon: Well, hello again! It’s getting close to a new year, and we’ve got some things to show you. But, first: Here’s some stuff we’ve been working on this past week, besides the props: Revive Potion There’s now a quicker way to resuscitate your friends, the revive potion! Simply whip one at the cadaver or, if … Continue reading Dec. 25-31: Happy New Year!
Dec. 18-24: Happy Holidays!(12/24/2016)-Jon: Season’s greetings! Unfortunately, we won’t be releasing the first public demo this year. We are getting closer and hopefully it won’t be too long into the next year before we get there. Nevertheless, here’s some of what we’ve accomplished this past week: There are now Gnome Caps! Which come in a variety of colors, not just … Continue reading Dec. 18-24: Happy Holidays!
Nov 27-Dec 3: Inn & Video!(12/3/2016)-Andrew: Greetings! This week, among other things, we have a video! But first, this week’s progress: New Building: Inn This is the last building for the public demo! The building includes: 3 floors above ground, 1 below (basement) Dining room (shown), kitchen, balcony (outside), & many rooms to rent* * Not yet coded 😦 Bug Fixes … Continue reading Nov 27-Dec 3: Inn & Video!
Nov. 13-26: NPC & Town Progress(11/26/2016)-Jon: Hello, hello. We were quiet last week, so now we’ll fill you in on what we’ve been working on. 😀 NPC Progress For the past few weeks I’ve been working on numerous improvements to NPC characters – primarily a more flexible goal system. Some notables so far: NPC pushing now works correctly! Previously, pushing … Continue reading Nov. 13-26: NPC & Town Progress
Nov 8-12: Chicken Keeper’s House(11/12/2016)-Andrew: Greetings! Here is a short post for a short week- New Building: Chicken (Keeper’s) House This is another building added to the Town (removing another one of those distracting white placeholder buildings). Just one more left to go for the public demo! Programming update: Jon continues working on the NPCs… Have a good day everyone!
2-Year Development Anniversary(11/7/2016)-Jon: Hello, everybody! Today marks 2 years since the start of The Arcane Relics™! We’ve progressed a lot this past year, even more than the first. Here’s an overview of what we’ve completed- Before & after images displaying areas in the game a year ago compared to today: The Homestead has been spruced up quite a bit since … Continue reading 2-Year Development Anniversary
Oct 23-29 : Spooky Post(10/29/2016)-Andrew: Hello ghosts and ghouls! Here are some spooky things and more for this week- A preview of the female wizard’s/witch’s robe, broom (new equip-able weapon), and cauldron (to eventually be used for alchemy in the future). The broom uses the same stances & attacks as the quarterstaff for now. Cauldron The cauldron shown in another view, closer up. Currently … Continue reading Oct 23-29 : Spooky Post
Oct 16-22 : Shopping Time(10/22/2016)-Andrew: Hello! Here’s what we’ve been up to this week- New Building: General Shoppe This is the 1st iteration of the General Shoppe in Town. The shelves were also created this week. And the Merchant Chicken (placeholder), who runs the shop. 🙂 The Starts Of Bartering The bartering system has begun and has reached a functional point. … Continue reading Oct 16-22 : Shopping Time
Oct. 9-15 : Hay Fever(10/15/2016)-Jon: Hey, hey, hey! This past week we did manage to get some things done despite losing a few days due to a cold… Here’s what we’ve accomplished- Pitchfork & Hay The pitchfork is an equippable weapon, later to be used as a tool (once it’s coded). Beginnings of Traps The basic trap systems have been started! Certain … Continue reading Oct. 9-15 : Hay Fever
Sept. 25-Oct. 1 : Defense Mechanics(10/1/2016)-Jon: Hello, here we go! Defense Mechanics This past week I started working on the varying block effectivenesses based on the used item, for blocking. Some notables: Every shield and weapon has a block effectiveness rating, which will reduce the received Stamina damage when blocking an attack. Shields are generally the most effective. A character’s Strength now … Continue reading Sept. 25-Oct. 1 : Defense Mechanics
Sep 18-24 : Tree Climbing(9/24/2016)-Andrew: Greetings! In contemplating some additional ways to get at those hornets’ nests, we’ve implemented a new feature this week. So let’s get to it- Tree Climbing You can now climb trees to your delight. It’s quite funny seeing a knight in full armor climb a tree. Some notables of tree climbing: To climb, simply jump into a thinner tree … Continue reading Sep 18-24 : Tree Climbing
Sept. 4-10 : War Cap & Cunning(9/10/2016)-Jon: Howdy, folks! Here’s what we’ve worked on for the past week: War Cap Opening ClosE Helm The Close Helm, from last week, now opens and closes based on you weapon ready stance. Drawing your weapon drops the visor and sheathing your weapon raises the visor. A nice little aesthetic. Cunning Added the Cunning skill group, … Continue reading Sept. 4-10 : War Cap & Cunning
Aug 21-27 : Dialog Begins(8/27/2016)-Jon: Hello there, Dialog This week, most of my time was spent working on the start of the NPC dialog system. This is a pre-requsite to being able to barter! Skills Besides Arms, we’ve continued to contemplate additional skill grid possibilities. With the start of Magic, we have decided on the next skill grid titled, Arcane. Now, … Continue reading Aug 21-27 : Dialog Begins
Aug 14-20 : Magic Rumbles(8/20/2016)-Jon: Hey, everybody! Do you BELIEVE in Magic? One of our main goals for the public demo is to flesh out, at least, the very basic use for all 6 character attributes. Currently, Magic and Charisma are not very useful, but that will change! We have started working on Magic, which we labelled as the ‘Abilities … Continue reading Aug 14-20 : Magic Rumbles
Aug 6-13 : Chainmail & Moons(8/13/2016)-Andrew: Greetings! Here’s what Jon and I worked on this week- Chainmail: New Items There’s two new items, chainmail coif & tunic. There’s also a new snug dark hood & no liripipe. 🙂 Moons There’s now moon phases and moonlight! New moons will be pitch-black, whereas full moons will be quite bright for night. 3-Player Split-Screens Now when playing local … Continue reading Aug 6-13 : Chainmail & Moons
Progress (July 24-30) : Tavern(7/30/2016)-Jon: This week’s progress- Tavern First pass of the next building, the tavern! New Faces New versions of the characters’ faces have been added. Now, they have separate eyeballs, not just textured on, with different specular values than the skin. This also means eyes no longer get tinted with skin tone! Camera Offset Setup a … Continue reading Progress (July 24-30) : Tavern
Progress (June 19-25) : Hornets!?(6/25/2016)-Jon: Hi, everyone. This week’s progress is all the buzz! Hornets! There are now hornets scattered throughout Terradim’s trees. They can be quite nasty if their nest is disturbed. 😉 Water Cave Additions Some new secret doors, now, not so secret…? UI Progress The Status menu has continued its transformation. Simple text panels have been separated … Continue reading Progress (June 19-25) : Hornets!?
Week of June 5-11 : Lunging Attack(6/11/2016)-Jon: Hello, there! Here’s what we’ve been up to this week- Lunging Attack You can now perform a lunge attack by jumping and pressing the attack button. Where it excels in power, it lacks in accuracy and mobility. After performing the lunge, your movement will be restricted for a short duration, as you compose yourself. Environment: … Continue reading Week of June 5-11 : Lunging Attack
We’ve Been Greenlit!(2/26/2016)-Andrew: We’re happy to announce that The Arcane Relics™ has been greenlit on Steam! We’d like to thank everyone for all the votes, feedback, and support in making this happen. Now we work towards our next goal, getting the game ready for an Early Access release!
New Greenlight Trailer!(12/19/2015)-Andrew: This week (of December 13-19th), Jon and I worked on a new trailer for The Arcane Relics™! It replaces the old crappy one, we had made a while back, on our Steam Greenlight page. Here it is: Happy holidays everyone!
1-Year Development Anniversary(11/7/2015)-Jon: Once upon a time, a year ago on this very day, a video game project was born. It was about a year ago when we started our 4th prototype, which soon evolved into what it is now, The Arcane Relics™. Flashback: Early screenshots of the Grand Arena, which, at the time, was the only playable setting. … Continue reading 1-Year Development Anniversary
Progress Update : HUB & Water Cave(9/19/2015)-Andrew: Hello everyone, here is a progress report on what we have been working on: First up, programming: • Looting! We now have the basic looting system working (looting corpses & containers). You can also steal from NPCs and other players now while in stealth mode/crouching. You may also equip & unequip items within their inventory, … Continue reading Progress Update : HUB & Water Cave
Check Out Our Greenlight Page(9/12/2015)-Andrew: We’ve started our Greenlight page for Steam, here’s the link: Help support us with your votes and comments/suggestions. And here’s a gameplay video:
Welcome to The Arcane Relics™(8/13/2015)-Andrew: Welcome! This is where Jon and I will be posting updates of our progress and any news of the game. The Arcane Relics™ is a project and idea that we have been working on, more as a hobby, since 2009. Previously, it has been titled “The White Whale.” In working on the 4th prototype (since November 2014), we found that … Continue reading Welcome to The Arcane Relics™