Reliefs The Time of the Lemures cover
Reliefs The Time of the Lemures screenshot
Genre: Adventure, Indie

Reliefs The Time of the Lemures

Reliefs The Time of The Lemures 0.3.02 released!



Hello everyone and happy new year 2021!



Reliefs The Time of the Lemures update 0.3.02 is now available!



This update is very important and changes the game in depth. Modification of the gameplay, graphics, addition of content and of course correction of bugs.
On the other hand it does not bring a new explorable zone in the game. Only the tutorial zone is available as before but it has been totally modified. This update was necessary in order to get a playable and enjoyable game before starting to add the rest of the content, environments, puzzles and story.


Quick summary of this update:



  • Complete redesign of the tutorial area.
  • New tutorial with new interface.
  • Changed player physics.
  • Simplification of many features
  • Modification of string physics.
  • New 3D background of the main menu.
  • Quick take into account of QWERTY or AZERTY keyboards.
  • Modification of graphics.
  • Overall game optimization.
  • Bugfix.



Important:


I have set up a system that allows me or not to reset your options and / or your backups after an update. For this new version the options and the backups are reset because this update contains too important changes.
This reset will not be systematic and your backups will be reset as little as possible. But for the options this will be more frequent because many features still have to be added.
I would inform you as now if ever after an update your backups or options will be deleted.


Details of the content of update 0.3.02:



Support:



  • Implementation of a system for resetting options and / or game saves if ever a major update of the game modifies certain options or areas.
  • Font size has been enlarged in some game interfaces for better visibility.


Level:



  • The tutorial level has been recreated to work with the new tutorial, updated gameplays and player physics.


Tutorial:



  • The tutorial has been completely modified, it is now simpler with an easy to understand interface.
  • Stone markers with blue and red fabrics have been added in the tutorial to help the player navigate the level.


Gameplay:



  • The player is now physical. It reacts to the environment and the environment reacts to it. The player has a weight that can be used to solve puzzles for example and an inertia that is useful for jumps. The movement of the character is much smoother like the vertical movements due to gravity.
  • Wall jumping gameplay has been simplified, now you just have to press jump facing a wall to bounce without having to press forward and run at the same time.
  • The climbing gameplay has also been simplified, your character climbs all alone in all directions.
  • The ropes are now physical, you will be able to climb on these ropes as before, but also to swing.
  • Player height is now higher.
  • Changed FOV for the field of view which is now narrower.
  • The torch automatically stows when the lance is equipped and vice versa, or when you climb and climb a rope.
  • Many main character animations have been changed.
  • The game now natively supports QWERTY and AZERTY keyboards without having to change the controls in the options.


Graphics:



  • Updated Unity Game Engine from version 2019.4.8f1 to version 2019.4.15f1.
  • Added parallax map for cliff and rock textures for more details.
  • Added parallax map for the textures of ruin walls and bricks.
  • Changed the materials of temple ruins, herbs, leaves and rocks for more realism.
  • Activation of SSR (screen space reflection) to get real-time environmental reflections for oceans and others.
  • Changed the appearance of lake and sea water for more realism.
  • Changed clouds more dense and they now affect the color of ambient light.
  • Addition of rock in high definition to increase the details of cliffs and platforms.
  • Improved grass and leaf shaders with wind effects now visible and enabled leaf translucency for realistic lighting effects.
  • Modification of ambient light and color.
  • Modification of the shape of the sun, more realistic.
  • Added dirt mask to the camera.
  • Addition of caustic effects in the water but also the reflection of light by water on surfaces.
  • Improved Mip maps of vegetation textures for a more correct rendering from a distance.
  • Improved near shadow resolution
  • The 3D menu interface font has been completely recreated.


Optimization:



  • Addition of many more or less simplified and collision-free LODs, cliffs and trees in order to prevent the computer from calculating inaccessible and unnecessary areas to gain fluidity. This also makes it possible to display a much greater and detailed viewing distance from afar.


Bugfix :



  • Fixed an issue where the player using the controller during a jump would not allow the camera to move.
  • Fixed sounds not playing when jumping on a wall and using a controller.
  • Fixed the option system that allows reversing some throttle axes, some axes that were reversed did not work.
  • Fixed with new player physics getting stuck in wall, boulder and cliff collisions.
  • Fixed an issue that could cause the character to get stuck in receiving jump animation after jumping very high.
  • Fixed an issue that caused the character to get stuck in the spear loading animation when the character fell with a spear equipped.
  • Fixed an interface issue that could cause texts to disappear on high resolutions.

Reliefs 0.3 : Diary of devs #32



Hello everyone!

The game version 0.3.02 was unfortunately not released at the end of the month as mentioned in the last Diary of devs # 31 because the work has been longer than expected.
All of the gameplays have been redone, because the physics of the player character have been profoundly changed.


Physics :


The character will now be physical which was not the case previously.
This allows me to completely eliminate the collision problems, including the fact that the character passes through a wall or the ground.
You will be able to interact with physical objects such as pushed a crate, stones, ....
If the slope is too steep, your character will now slide.

The ropes :


But the biggest change is with the ropes, as they were static and couldn't interact with the environment.
Now the ropes are physical and you can climb them or descend them, but also swing to reach platforms or other ropes.
The inertia of your character is now considered which greatly changes the possibilities of the game.

Controls :


The controls have been modified and simplified, if you are using a QWERTY keyboard the movement keys will be changed automatically all, or if you are using an AZERTY keyboard.

Many other game functions have been changed, and they will all be described when this update is released.
The release is scheduled for the end of this month of November or the beginning of December.


Thank you everyone and see you soon for the next Diary of devs!

Reliefs 0.3 : Diary of devs #31



Hello everyone!

I had a lot of feedback from the players who had some tutorial and gameplay issues. (Too difficult, some game systems very complex, ...)
So I decided to change my work priority, the version 0.3.10 will therefore be delayed (end of the tutorial area and the level 1).
I will be working on version 0.3.02 of the game in order to fix many of these issues.
This version will be available at the end of this month.



Gameplay :


- The wall jumping system will be simplified and a lot of restrictions will be removed.
For example, you no longer have to obtain a certain speed to jump on a wall.

- The climbing system will also be simplified. The player will no longer have to jump from ledge to ledge to climb.
You will simply move with the directional keys in order to climb, go left or right and go down.

- The character's collision will be reviewed in order to prevent the character from blocking into walls.

- The torch and the spear will be easier to interchange, you will no longer have to put away one to take out the other.


Tutorial :


- Simplification of the tutorial, the texts will be changed by the icons of the keys when is possible and the size of the texts will be more larger.

- The tutorial area will be completely redone in order to more easily support the player in learning the game and to make the tutorial less difficult.


Miscellaneous :


- Significant modification of graphics, smoothing of vegetation, parallax map for many textures, modification of colors, ....

- Added new high definition rock to make the cliffs more realistic.

- Addition or modification of many other objects in order to simplify the tutorial and increase the performance of the game.


This intermediate update will be important and will greatly improve the quality of the game.
Thank you everyone and see you soon for the next Diary of devs!

Reliefs The time of The Lemures 0.3 released!

Hello everyone !

I am pleased to announce that Reliefs The time of the Lemures is now available for download!
Regarding the content of this version, only one part of the tutorial is available for the moment, but this should very quickly evolve in the weeks and months to come.
It's not a simple little update, or a big update, but a new game!
New game engine, new gameplay, new environment and new story!
Hope you will like this new Reliefs!



About Reliefs The time of the Lemures:


99% of the game has been redone. Only a few textures and the arms of the main character were reused after extensive retouching. This version 0.3 of Reliefs is an entirely new video game. Only the idea of ​​the game and its gameplay are still there (but modified a little) in order to keep the soul of the game.


About Early access:


Reliefs has been in early access for 2 years and I didn't think it would take so long.

- The first version of Reliefs (0.1) was still available until recently. It was developed from September 2015 to July 2019 under Blender Game Engine or BGE. This first version was then canceled due to a problem due to the graphics engine used, too old, not sufficiently capable and no longer updated. These issues were causing the game to be unstable and it could crash at any time, so I looked for another game engine to resolve these issues.

- The second version of Reliefs (0.2) was never available. It was developed from February 2019 to January 2020 under Uchronia Project Blender Game Engine or UPBGE. This new engine was an updated version of the previous one, more powerful and correcting many problems. But other problems were present and the non followed of the updates made that I also canceled the version 0.2 of Reliefs.

I chose to use a more professional engine with a lot of tracking. I hesitated for a long time between Unreal engine and Unity. But I finally took Unity engine.

- The third version of Reliefs (0.3) is therefore available today. It was developed from January 2020 until today under Unity 2019.4.

This is why the development time took so long. The early access is not over and the development of the game will take some time yet.

Steam store content:


New game and therefore new content for the store. New images are available with a new description and a new video. New logo and launch image for the game compatible with the Steam interface update!

The engine of the game:


The new game engine used is that of Unity 2019.4 HDRP (High Definition Render Pipeline). This engine now offers me new possibilities for Reliefs with more detailed, large and realistic universes.

Gameplay:


The character is now much more dynamic than version 0.1. Your momentum is very important in the game, the more momentum you have the further you can jump. You can double jump, climb walls, and jump over walls to reach higher surfaces. You still have your torch and your bow has been replaced by a spear. This spear is connected with a rope that will always allow you to climb everywhere!

The environment :


I have always wanted to do Reliefs in an environment inspired by the Calanques in France. Only the graphic limitation has never allowed me until today!
The Roman temples in the game are as faithfully as possible inspired by Roman building elements that still exist in size 1/1. The temples are huge and very detailed.

The audio:


The Unity game engine helps recreate realistic sound environments.
For example, you will have a strong eco for your footsteps if you enter a huge empty temple. But this eco will be different if you are in a valley, on top of a mountain or in a forest.

The story :


Reliefs, The time of The Lemures has a new main story. It is currently not visible because only part of the tutorial is available but later this main story will take you through disturbing environments and radically opposed to white cliffs and green forests. The gameplay will also evolve.

Collection:


As in the first version of Reliefs you will be able to collect keys in order to open rooms presenting various elements of the game. But this part is not yet available.

Tools:


As in Reliefs 0.1 you can collect items to make a torch, spear or rope to help you in this environment. The making of tools will be simpler than the old version in order to avoid breaking the rhythm of the game.This content is not yet available. For the tutorial you have unlimited torches and spears.

The future of the game:


Much still remains to be done, but the foundation of the game is finished. The next updates will add content, and the few gameplay that are missing!

Thank you for supporting the development of Reliefs for its many years!
See you soon for the next Reliefs The time of the Lemures update 0.3.1!

Reliefs 0.3 : Diary of devs #30


Hello everyone!

For this diary of devs we show you many screenshots of the game!
All of these screenshots are taken in the tutorial level.

The modeling of the vegetation is finished and all big structures available in the tutorial level are done.
The work is not over, some small part of the gameplay need to be debugged.
The sounds and musics are not yet implemented and the introduction video need to be made.

But the release date is always planned for the September 2020, between the 15 and the 30.













Thank you everyone and see you soon for the next Diary of devs!

Reliefs 0.3 : Diary of devs #29



Hello everyone!

The work progress every week for the development of Reliefs 0.3!
I have finished the 3D sculpt and modeling of rocks, cliffs, trunks, trees and temples.
For the moment I work on the grasses and hedgerows in order to finish the vegetation part of the game.
With theses all assets, I could do ending the tutorial level with these all elements.

The next screenshots are a test level in order to try the vegetation render with the rocks and cliffs.
(The grasses and hedgerows are not yet on this test level, and the color and post process are not definitive.)




And now the next screenshots are the tutorial level available for the release of the 0.3 versions of Reliefs.
(The color and post process are not definitive and the vegetation or rocks are not implemented)




The release date is always planned for the september 2020!
Thank you everyone and see you soon for the next Diary of devs!

Reliefs 0.3 : Diary of devs #28



Hello everyone!

These two last weeks, many assets were made in order to build the most realistic Roman temples is possible. Columns, capitals, roofs, walls, floors, everything are sculpted with many variants of the same asset (perfect, worn and broken) for the inside or outside the temples.

For example, inside a temple, if the roof is always here, the columns and other sculptures will always in good condition because they are preserved of the rain and wind. That is not the case for the outside sculptures of the temple.





The temples of the 0.3 version of the game are huge compared to the 0.1 version actually available on Steam. (x5 scale compared to the biggest temple of Reliefs 0.1) This scale is a tool of the gameplay, to use the vertical gameplay of the game. The player needs to use all parts of the gameplay to build a path or to solve a puzzle into the rubble of a huge temple.
This is the idea.






Thank you everyone and see you soon for the next Diary of devs!

Reliefs 0.3 : Diary of devs #27


Hello everyone!

The gameplay of the player is doing!

Now you have the possibility to throw your spear ! (This is the same functionality as the bow of Reliefs 0.1 versions.)


Gameplay :





If you throw your spear on the wall, she will break with many small wood particles fly everywhere and some sparks!



And if you throw your spear on the wood, she will stick to the wood with a rope to allow you to climb on the high surfaces.


Temples :


Actually I work on the 3D sculpting of the all architectural objects for the first temples of the level 1 and the tutorial.



For example, this is a Corinthian Capitals round and square for a Roman column, for the temples.
Sculpt in Blender (Left : round with 724,420 tris), (Right : square with 747,686 tris).
In the screenshot you can see a temple with 21 columns with Corinthian Capitals rounded. (1800 tris per object)


Global illumination :






The global illumination or GI allows to make a realistic lighting of the scenes.
I have made many tests on the real scale temples to understand how the GI work on the complex 3D objects. And the render is very beautiful! (The temple in the screenshots is only an example)


Reliefs 0.3 move forward every week and thank you for being more and more numerous to follow this project! Thank you everyone and see you soon for the next Diary of devs!

Reliefs 0.3 : Diary of devs #26



Hello everyone!



For this Diary of Devs #26 I have prepared a small video to show you the gameplay of Reliefs with the new game engine, Unity.
It is not easy to explain how the game work, a video is more simple!


[previewyoutube="cT8B1Q2C3g8;full"]


  • Actually, in the game you can walk forward, backward and on the sides.
  • You can run and jump with a double jump.
  • If you run and jump on a wall you can do a double jump on the wall to jump higher.
  • You can climb on the ropes or on the walls.
  • You have also the possibility to crouch you.
  • And you have a torch, that you can drop or take on the floor because if you have a torch in your hand, you can not run or jump.
  • Also you have a spear with ropes join to launch on the wall (wood) in order to climb on the high walls. But this part of the gameplay is not finished for the moment, that's why it is not visible in the video.


Thank you everyone and see you soon for the next Diary of devs!

Reliefs 0.3 : Diary of devs #25



Hello everyone!
Many, many things for this week about Reliefs!



You did not have a new diary of devs since three months, why?


Because many graphical problem was appear due to the game engine (UPBGE = Uchronia Project Blender Game Engine). I'm afraid that this game engine is not stable on the all computers and OS like the first version of Reliefs. I had to resolve myself to change the game engine when is still possible.

I have tried many game engines, (Armory, GoDot, Unreal,...) and I have chosen Unity game engine.
This is the best compromise to make a game for all computers with unbelievable graphics and with a very big open environment. I have taken two months to learn Unity and the C# language, to use this software correctly. But also during this time I have made much graphical research in order to try the many possibilities of this game engine.

These next screenshots are only graphical research for Reliefs. This is not the final result of the game.






And now for Reliefs :


This new game engine changes everything for the game!
A world more huge, more details, more interactions, more realism!
But unfortunately all the game need to be remade to work correctly on this new game engine.


All interfaces are done!


- You have the possibility to change many options like the resolution, language, quality, full screen and more.
- You can change all keys or sticks and buttons if you play with a controller.
- You also can load or delete a game session and change the volume of the game.
- And the player has an inventory.



The gameplay :


The player can walk forward and backward and side, run, jump and jump on the wall with their animations and transitions. I actually work on the system to climb on the walls and ropes.




The release date :


No change, I want to release the first version of the tutorial and the first level in this summer.
And for the official release of Reliefs is still scheduled for the end of this year.

Thank you everyone and see you soon for the next Diary of devs!