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

Reliefs The Time of the Lemures

Reliefs 0.2 : Diary of devs #24



Hello everyone!

This new Diary of devs #24 present you for this week the new trees and volumetric clouds for Reliefs The time of the Lemures.



The Trees :


Seven unique Mediterranean trees were made with their LODs (Level of details) and collisions.
These screenshots show you the different parts to create the textures used for making a tree. You have the trunk, the leaves and the branches :


After the creation of the new tree you need to make different versions of this same tree with less polygon than the previous version in order to optimize the tree in the game.
And now the screenshots in game of the trees :


The volumetric clouds :


This is a big work to make as realistic volumetric clouds as possible.
These clouds react to the color and intensity of the light in real time and obviously the clouds move and deforms.


Performance :


This new version is more realistic than Reliefs 0.1 and the game use less performance with this new version that the previous versions.
With an Nvidia 1080ti in ultra graphical quality in 2560x1080 resolution with 16go of memory:

  • Reliefs v0.1 old version : Used 1.4 go of memory and from 70% to 95% of the graphical processor.
  • Reliefs v0.2 The time of the Lemures : Used 2.3 go of memory and from 25% to 45% of the graphical processor.


The new version uses more memory because I have now the possibility with the new game engine to use more large textures than the old game engine use in the 0.1 version.
In conclusion, Reliefs The time of the Lemures uses less performance than the older version, and this is a good news!

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

Reliefs 0.2 : Diary of devs #23



Hello everyone!



About the early access :


A new year has arrived and Reliefs is always on early access.
When I have released Reliefs in early access, I have planned 12 months of the work to release the 1.0 of the game.
More than 17 months later and Reliefs is still in early access and is very far from to be finished.


The 2020 year will be for Reliefs a new step of the early access for the development of the 0.2 version of the game.
To remind, the 0.2 version of Reliefs is entirely a new game with a new game engine,story , gameplay, graphics and more.
This 0.2 version call "Reliefs The time of the Lemures" is what Reliefs should have been.
This new version of the game will be playable and available on Steam or other stores when I have finished the tutorial and the first level of the game.
In the first part of the current of this year, this big update will be available. And the rest of the year, many new areas will be added to finish the game.

The logo :



To launch this new year, a new logo of the game is available.
Reliefs The time of the Lemures is the new title of the game.

Website :


A new website is available on http://www.calepinstudio.com. More easy for me and for you to use, more beautiful and easy to update.
In the Reliefs game part of the website (http://www.calepinstudio.com/index.php?page=reliefs), you have the dashboard of the 0.2 version of the game to follow the development of Reliefs.


Reliefs : The time of the Lemures


(All screenshots are take in the new version of the game)

Shaders :



Tone map shader was added into the game to reduce or increase the brightness of the game in real time like the human eye.
I have made a new GLSL script to blend several shaders to use as possible less game performance. This new shader blends the gamma, sharpness, chromatic aberration, tone map and the level of the color shaders.

3D environment :



A lot of research has been done in order to make the most realistic environment as possible with the tools that I have.
All the next 3D objects are definitive and finished. These objects are ready to 0.2 version of the game.

Rocks :




Grasses :




Hedges :




Next or the game :


To finish the first part of the environment, I need to make some trees and cliffs.
After that, I can make the ruins and finish the gameplay.

Thank you for your support since the beginning of this early access and see you soon for the next Diary of devs!

Reliefs : Winter sale 2019!

Reliefs 0.2 : Diary of devs #22



Hello everyone!

Diary of devs ?
Every week without a patch or update for Reliefs.
I would do a small diary to explain the progress of the next update for Reliefs.
In this diary, I show you the last screenshots, objects or just you explain the next patch or update content. I try to involve you in the development of the game, in order to give you the last news of the game development. Do not hesitate to submit your opinion.

For this week, I have a lot of work on the size of the game world and to create the most realistic textures for the ground as possible.


This is the skeleton of the main isle of the game.
This basic modelization show the real size of the isle and the structure compared to the scale of the player and allow for me to build on this skeleton the final render of the game.


This new game engine allows me to make a more realistic textures because, she supports the textures more bigger than 1024x1024 and the parallax mapping.
(The parallax mapping allows to simulate the reliefs of a texture using the angle of the camera.(more information on Wikipedia : https://en.wikipedia.org/wiki/Parallax_mapping ))
(The white cube is a player size)

Rock ground texture :

The main texture of the game. Visible everywhere in the new world of Reliefs.
Left : The render in the game of the texture with an resolution of 4096x4096.
Right : The 3D sculpts object of this texture, I obtain this texture from this 3D object.

Path ground texture :

I use this texture only for the paths and roads.
Left : The render in the game of the texture with an resolution of 4096x4096.
Right : The 3D sculpts object of this texture, I obtain this texture from this 3D object.

Shore ground texture :

The shore texture.
Left : The render in the game of the texture with an resolution of 4096x4096.
Right : The 3D sculpts object of this texture, I obtain this texture from this 3D object.

Collapse ground texture :

This texture is only used around the cliffs or big rocks.
Left : The render in the game of the texture with an resolution of 4096x4096.
Right : The 3D sculpts object of this texture, I obtain this texture from this 3D object.


These ground textures are the main textures for the terrain of the game, I blend these materials for make a realistic environment.
The vegetation comes later.

Reliefs 0.2 : Diary of devs #21



Hello everyone!

Diary of devs ?

Every week without a patch or update for Reliefs.
I would do a small diary to explain the progress of the next update for Reliefs.
In this diary, I show you the last screenshots, objects or just you explain the next patch or update content. I try to involve you in the development of the game, in order to give you the last news of the game development. Do not hesitate to submit your opinion.

Reliefs : The time of the Lemures
This is the new title of the game Reliefs for the 0.2 version.
For this week, some concept arts of the next version of the game :











These concept arts allow for me to see with some hours of working the game color and the global graphics quality who I want to obtain with the new game engine for the new version of the game.

Reliefs : come back!

Hello everyone !

I'm sorry for this 2 months without news about Reliefs.
Unfortunately for Reliefs I have worked on another game who went release the 30 October 2019.
And to release this game correctly, I had to work on this project at full time.

(The game is Air, more information on Steam : https://store.steampowered.com/app/1144520)

For the next weeks i can not work on Reliefs because I move into a new town in France.
But when is over, i could work on Reliefs to release the 0.2 version soon as possible.
I resume the "Diary of Devs" of Reliefs before the end of this month!

I thank you because you are always more and more people who want the release of Reliefs!
That helps me to support and develop this big project, thank you!!!

See you soon!

Reliefs -50% Summer Sale!



Hello everyone, this is the Summer Sale!
Reliefs is now available at -50% for a limited time!



This Summer Sale starts at the 16 August 2019 at 10h00 to 19 August 2019 at 10h00. (Pacific time)

This is only for this weekend, enjoy!

Reliefs 0.2 : news



Hello everyone!

Last week i didn't make a new "Diary of devs" about the evolve of Reliefs because I had not had time to work on the game. And it is the same thing for this week.

Don't worry, i am not going on holiday, but I must release a new game for September 2019.
If i work at the same time on Reliefs, this new game will be never available for September.
The "Diary of devs" come back for the month of September of this year.

Good summer everyone!

Reliefs 0.2 : Diary of devs #20



Hello everyone!

Diary of devs ?
Every week without a patch or update for Reliefs.
I would do a small diary to explain the progress of the next update for Reliefs.
In this diary, I show you the last screenshots, objects or just you explain the next patch or update content. I try to involve you in the development of the game, in order to give you the last news of the game development.
Do not hesitate to submit your opinion.


An important point was added this week for Reliefs 0.2, the interfaces!
In the main interfaces of the game, you can change the language, the graphics quality, the sounds or the controls and more of the game in real time. You not longer need to restart the game to apply any modification.

Important : The graphic style of all interfaces are temporary. In the final version of Reliefs, these interfaces will be very different.


The game interfaces :





These bars allow for the player to see in real time the three important information about her character.

- The green bar is your stamina, when you run you lose the stamina. To regain your stamina you need to walk or wait (more faster).
- The orange bar is your velocity. More you are faster, more this bar is large. Is very important in order to jump the farthest as possible.
- The red bar is your strength, when you jump, climb or throw of an object you lose your strength. To regain your strength you need to wait.

These capacities of the player can be changed in the future if you make an offering to a god. But is not yet available in the game.


The main interfaces :





Like the Reliefs 0.1 version actually available you have when you run the game a small interface to configure the game like you wish before run the game.
But the big change of the 0.2 version of the game is that all the game is packed in one important file to load only once. The load between all interfaces (main, options, audio, controls, save, ...) are very quickly and do not cannot stop the game.
The controls, graphics quality or the sound can be changed at any moment and is applied by the game without you need to restart the game. Even if you have already load your game save. You must just only press the "Echap" and you have access to of all parts of the interfaces.

Reliefs 0.2 : Diary of devs #19



Hello everyone!

Diary of devs ?
Every week without a patch or update for Reliefs.
I would do a small diary to explain the progress of the next update for Reliefs.
In this diary, I show you the last screenshots, objects or just you explain the next patch or update content. I try to involve you in the development of the game, in order to give you the last news of the game development.
Do not hesitate to submit your opinion.


A new important feature for Reliefs is done for the 0.2 version of the game.
To climb on the highest surfaces in the old version of Reliefs, you use a bow and arrows, but now in the Reliefs 0.2 version is a spear.

This spear can only plant in the wood, on the stone the spear breaks. When the spear plant on the wood, a rope appears to allow pour player to climb.

When you aim with the spear, the player arms follow the camera and the left arm of the player allow you to aim where you want to throw the spear.

The size of the rope when the spear is the planted on the wood can be varied compared to the distance between the spear and the ground. But a max limit was assigned to avoid the too long ropes.

https://www.youtube.com/watch?v=5Gm46s-tNJ8&feature=youtu.be