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 HUB, where you presently begin the game.
The Homestead has been spruced up quite a bit since a year ago. Previously, it consisted of a nearly empty house with only a goody chest for storing items. Now, there’s quite a number of props. Also, the windows and doors are now operable.
I hope you can tell which side is from a year ago…
The town has seen the most improvements. There are now actual buildings that can be entered such as: the General Shoppe, Smithy, Tavern, Apothecary & some residential buildings.
A lot of features have been added since last November. A few worth mentioning:
- Independent Split-screen Menu Navigation (Players used to have to take turns in their menus…)
- Improved controller support
- Lunging Attack
- Magic Abilities
- Tree Climbing
- Horseback Riding
- Dialog (Reading signs, bartering, and talking to NPCs)
- Repairing damaged equipment
- Skill Groups: Arms, Arcane, & Cunning
- Armor Racks & Bookcases
- New Critters: Chickens, Rabbits & Hornets
There have been many, many bug fixes as well.
This past week, I’ve been working on the last ‘big’ thing that we’d like to get in before our first public demo release, improved AI brains. Andrew, on the other hand, created some very “historically accurate” directional unarmed attacks for our medieval warriors (hooks, uppercuts, & backhands).
Believe it or not, we are getting closer to the public demo! See our updated roadmap for the next version: Roadmap v0.0.22
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. As the focus was split-screen multi-player, the gameplay primarily consisted of battling other local players. This was also prior to Unity 5’s release.
Now, players can battle each other and/or NPCs in the arena, explore the Water Cave, and store their loot in a goody chest at the Homestead. Players also acquire experience points and can level up!
Here’s what we have now:
Here’s some of our plans for the coming year. Those who’ve viewed our Greenlight page may recognize some of this.
We have divided the game into scenarios that will later merge into a more cohesive experience.
The present scenarios, along with key features in development, are as follows:
(Green = functional, Yellow = partial functionality, Red = absent/needs work)
- looting system
- mounted combat (horses)
- rewards/progression for winning matches
- multiple custom matches
- improved AI/NPCs
The Dungeon (Water Cave)
- puzzles & traps
- randomized loot & treasures
- preliminary stealth (Wandering & Patrolling AI, simple detection)
- end scenario, boss battle!
- item stash (saving items)
- day/night cycle
- weather system
- natural resource renewal (ex. plants)
- alchemy system
- additional stealth mechanics (sound, light, smell, etc.)
- randomized encounters (ex. bandits, wild animals)
- traveling merchant
Of course, this is not a comprehensive list of everything we are working on or have completed. We many times deviate and complete smaller tasks to keep the momentum rolling.
Let’s hope this next year is just as productive, if not more.