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.
New small video for the diary of devs #18 of Reliefs game!
For this week, new animations for the player when he climbs on the ropes. And the torch with smoke, flame and these animations was added.
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 made a small video to show you the evolution of the gameplay compared to the Reliefs 0.1 version.
https://youtu.be/Xb0LA_1UQC0
Very much more dynamic, the 0.2 version change everything in the game.
Reliefs : Diary of devs #16
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.
The Reliefs 0.2 version continue to be developed!
- The player :
The programing of the motion, interaction and the behavior of the player character evolve. The player can do make a two jump in the air and the distance of these jump can be varied with the velocity of the player.
The speed of the player changes progressively to attain the walk speed for example or the run speed. Your character doesn't stop immediately him speed if you don't press the run key, he stops progressively.
You can now jump on the walls if you have two parallel surfaces, you can jump from walls to walls if you have enough strength. And also you can climb on the ropes like Reliefs 0.1.
- Level editor :
With this new version of Reliefs, the Reliefs World Map Editor software (RWME), use for making Reliefs 0.1, need to be evolved to the working of the new game engine and the 0.2 version of the game. The RWME is a software available only for the release moment of Reliefs. This software allows you to change the world of Reliefs or add the new levels.
The old version of the RWME was not easy to use and to change the world of Reliefs. For example, to edit the world, you had to load an area of 0 to 100. Every area was divided into 16 chunks, and to change one object for example of this area you had to load chunk by chunk in order to find and change this object.
Now the new level editor load automatically the area only around you (like the game) and you can fully change the world without to load an area or a chunk.
Basically the open world of Reliefs is now available in the level editor 0.2 version!
Reliefs : Diary of devs #15
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.
The beginning of Reliefs 0.2 :
To make a good Reliefs 0.2 version, we need the new arms for the player!
The arms in the game is very important because they are the first element of 3D visible in the first plan with the torches or the Pilums. The 3D object must be faultless with a perfect textures and animations.
Dynamic Reliefs : I want a more dynamical gameplay, where you can climb, jump or run on the wall to reach the new platforms. You have always your ropes to make you a new way in the ruins, but in the 0.2 version of Reliefs you must be carreful of you strength when you climb on the walls or run and jump, you cannot jump everywhere all time. You need to think your path that you will take to arrive at your aim in order to consume the less strength as possible.
Torch and a Pilum ? Yes, the bow is abandoned in favor of Pilum, more Roman and not see or use in the other games. More information about the Pilum in the next weeks!
Reliefs : Next step
Hello everyone!
A new next step for Reliefs come with the 0.2 version!
This update change everything in the game!
First, a new game engine!
Currently, Reliefs work on BGE (Blender Game Engine) 2.79 version.
This is a powerful engine but now abandoned by Blender Foundation since 2018. This is a very bad news for me, because the BGE in this actually version is limited and many bug needs to be resolved. Fortunately, i'm not the one fan of the Blender Game Engine and many versions based on this game engine exist like UPBGE.
UPBGE (Uchronia Project Blender Game Engine) is based on the game engine, but is very most powerful than the BGE and not abandoned. Reliefs will be now develop in this new game engine, but i need to rework all the game in order to make a better compatibility with this new engine.
This update will change all the game, this is a new game after the release of the 0.2 version. The 0.2 version of Reliefs take the better of the presently game, but delete the all functionalities not use, broken or not fun. And adding many new functionalities to make an gameplay more dynamic and fun.
The new game engine:
- Update : With this new game engine, it's will be more easy for me to develop the game and to make the updates.
Currently, to make an update for Reliefs is not very simple, and i need to change many things in the game to make it compatible with all computer configurations before the release of an update.
- Interfaces : New dynamic interfaces will be available for the Reliefs 0.2, more easy to use and more faster to load because is generated or deleted in real time.
Currently the interfaces are heavy and statics and you can crash in a loading.
- Gamepad : With this new game engine, you can plug or unplug a gamepad when the game is launched and will be automatically recognized.
Currently, you need to restart the game if you have unplugged your gamepad when the game is launched.
- Textures : This game engine supports the very large textures like 4096x4096 or more.
Currently, 95% of the all textures are 1024x1024 max size because if more that five textures is most large than this size, these large textures is forgotten by the game engine. (Appear dark in the game or is replaced by small texture)
- Color and shadows : I can make a realistic color environments in real time, with the smooth shadows!
Currently the BGE doesn't use the sRGB color and the pixels of the shadows textures are square and not smoothed.
- AA Samples : The anti aliasing allows to smooth the borders of the objects and textures to skip the milling effects.
Currently the BGE isn't supporting this AA Samples.
- HDR : The HDR or High Dynamic Range effects natively use.
Currently the HDR doesn't exist natively in the BGE, you need to use a GLSL shader.
- Parallax mapping : The Parallax mapping is an enhancement of the bump mapping or normal mapping techniques applied to textures in order to make and relief on this texture.
This effect allows me to make a more realistic and detailed textures.
Currently is not supported by the BGE.
- Mirror : A real time reflection of the water for example with very less performance use.
Currently is not supported in the BGE.
You have too the geometry instancing, the depth factor for the transparent textures. You can change the LOD (level of detail) of all textures, fake PBR and many much more!
You have understood it, the Reliefs 0.2 will be very different of the last 0.1 version of the game.
The release date of this big update is not planned, but can arrive in September. In all cases, I will post every week a new "Diary of devs" to keep you the last new about Reliefs 0.2! (The screenshot is taken with the new UPBGE game engine)
Reliefs : update : 0.01.118.290519
Hello everyone!
A new graphic update is available today for Reliefs! A thousands new objects are added in the world to increase the abandoned and destroy of human structures effects.
New textures : Three new textures are updated :
The brick wall, stone wall and the stone ground.
More realistic and in high definition to increase the quality of the near render.
Their LOD (level of detail) textures have been updated, this is the same textures in more small resolution for the far render distance view.
New grasses : Four new species of grasses are added to add of the human structures a more abandon effect.
These new grasses were then placed on all construction of all areas actually available in the game.
Screenshots :
If you have a bug or a problem in the game, do not hesitate to contact me.
If you have any idea or suggestion, do not hesitate to post on the forum.
Reliefs : Diary of devs #14
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.
Next update :
The next week for the next update, many things are added to the game.
Textures :
First, the mains textures of the bricks, stone walls and stone floors change.
These textures are more realistic with a larger size than the olds.
Grasses :
Some new grasses are added into the world of Reliefs.
With the years passed, for example the vegetation climb on the walls, grasses grows on the plane surfaces and in the holes. This update adds thousand grasses on the all human structures of the areas actually available in the game in order to add more old age on the lost and abandoned constructions.
In game screenshots :
Reliefs : update : 0.01.117.150519
Hello everyone!
A new zone can be explored in the East of the world of Reliefs! A remains of a big aqueduct can be visiting with her old water tanks, but full today of the rocks and gravel. In this old aqueduct you can find and collect a new collectable view.
- LOD textures : The LOD (Level of details) of the terrain textures for the rocks, cliffs and grasses was updated. New textures with a 2048x2048 resolution was created to increase the quality of the far render view distant of the LOD terrain.
Good exploration!
Screenshots :
If you have a bug or a problem in the game, do not hesitate to contact me.
If you have any idea or suggestion, do not hesitate to post on the forum.
Reliefs : Diary of devs #13
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.
Next update :
The next update, that will be available for the next week add a new area.
This new area is crossed by a huge lost aqueduct in ruin between a two hills.
You can climb on this structure to recover the map of this land or you can enter in the tank of the aqueduct to find and recover a new collectable view.
In the below screenshots, the vegetation is not added for the moment, she will be available for the release of this update for the next week.
In game screenshots :
Reliefs : update : 0.01.116.010519
Hello everyone!
A new area is available for Reliefs today!
The main new structure of this update, is a big Roman lighthouse.
The global plan of this lighthouse is based on a true plan of a Roman lighthouse still standing today in Spain. And you can collect a new hidden statue and map in this area.
- SSAO : The SSAO (screen space ambient occlusion) shader has been updated to increase her quality.
- Early access walls : I have also deleted a part of the "early access wood fences" that stuck the player in order to not visit the no finishing areas. These walls are not now necessary because the new areas and contents will be available every week or two weeks in the next weeks.
Good exploration!
Screenshots :
If you have a bug or a problem in the game, do not hesitate to contact me.
If you have any idea or suggestion, do not hesitate to post on the forum.