Arcane Worlds

Ranmantaru Games

Released
Jan 28, 2014
Platforms
Windows
Last updated
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Updates & announcements

20 posts
  1. Developer post

    Update 0.46

    Generated models for trees and stones, and some bug fixes. It's been one hell of a year, so I'm taking a couple of weeks off. Have a nice holidays! Change log: Tree and small stone models are now generated using a new Orb script. Buildings (including your castle) are now damaged

  2. Developer post

    Update 0.45

    The worlds are twice larger now, 4 times the area. With optimizations, it looks like they'll be fine for the multiplayer. Change log: Game worlds are now 4 times the area than before. Fog range is the same, so you can only see about quarter of the world around you now. Optimized

  3. Developer post

    Update 0.44

    This took a long time, and it's a rather boring update from your point of view. There are likely weird new bugs too. Huge rewrite of game code in preparation for the multi-player. Switched to FMOD sound engine. Game simulation and rendering are in different threads now, resulting

  4. Developer post

    Update 0.43

    I had some health issues, so this update took way longer than expected. I'm much better now though. The main thing in this update is the new boss fight mode. Also, I switched to DirectX 9 ex, which might cause issues on some systems, so let me know if there are any weird bugs or

  5. Developer post

    Update 0.42

    I added support for spline-based deformation to point cloud models, and switched wyvern and caterpillar monsters to point clouds. Also a bunch of improvements and optimizations. Change log: Wyvern and caterpillar monsters now use point cloud models. Various quality improvements f

  6. Developer post

    Update 0.41

    A small patch to fix Windows 10 mouse issues: Fixed mouse issues in Windows 10 (using raw mouse input for looking in 3D now). Added mouse sensitivity slider in control options.

  7. Developer post

    Update 0.41

    A small patch to fix Windows 10 mouse issues: Fixed mouse issues in Windows 10 (using raw mouse input for looking in 3D now). Added mouse sensitivity slider in control options.

  8. Developer post

    Update 0.40

    I'm sorry for the long wait this time, but here's the new update finally. Change log: Destructible buildings (the castle and guard towers). Guard tower is now customizable via script. Increased contact damage range for birds and wyverns.

  9. Developer post

    Update 0.40

    I'm sorry for the long wait this time, but here's the new update finally. Change log: Destructible buildings (the castle and guard towers). Guard tower is now customizable via script. Increased contact damage range for birds and wyverns.

  10. Developer post

    Update 0.39

    Not a big update this time, mainly transparent effects and building editor overhaul. The next one will be destructible castle, since a lot of gameplay stuff depends on that. Transparent effects overhaul (much better performance). Added glow post-processing effect. New building ed

  11. Developer post

    Update 0.39

    Not a big update this time, mainly transparent effects and building editor overhaul. The next one will be destructible castle, since a lot of gameplay stuff depends on that. Transparent effects overhaul (much better performance). Added glow post-processing effect. New building ed

  12. Developer post

    Update 0.38

    This update brings some optimizations and a new world type (mountains). The game now uses vertex shader textures, so I had to drop support for some old Radeon cards that don't support this feature. Change log: New world type: mountains. Using vertex shader textures for height map

  13. Developer post

    Update 0.38

    This update brings some optimizations and a new world type (mountains). The game now uses vertex shader textures, so I had to drop support for some old Radeon cards that don't support this feature. Change log: New world type: mountains. Using vertex shader textures for height map

  14. Developer post

    Update 0.37

    I'm sorry for the long wait, but the update is finally here. This is a major rewrite of AI code, making mobs modular and customizable both for me and for the modders. You can script AI behaviors now. I'll use it to add more variety to the enemies in the next updates. In other new

  15. Developer post

    Update 0.37

    I'm sorry for the long wait, but the update is finally here. This is a major rewrite of AI code, making mobs modular and customizable both for me and for the modders. You can script AI behaviors now. I'll use it to add more variety to the enemies in the next updates. In other new

  16. Developer post

    Update 0.36

    This is a small update before I start overhauling AI which I have mostly planned out already. I integrated "dear imgui" library and made log viewer / script console with it. It's quite good for quickly building developer tools, so eventually I'll bind it to script to make it avai

  17. Developer post

    Update 0.36

    This is a small update before I start overhauling AI which I have mostly planned out already. I integrated "dear imgui" library and made log viewer / script console with it. It's quite good for quickly building developer tools, so eventually I'll bind it to script to make it avai

  18. Developer post

    Update 0.35

    The main feature of this update is shading overhaul, which changes how light interacts with materials. It allows for glossy materials now, and thanks to rendering pipeline changes, I have place for extra material parameter in the G-buffer which I might use later. If you're intere

  19. Developer post

    Update 0.35

    The main feature of this update is shading overhaul, which changes how light interacts with materials. It allows for glossy materials now, and thanks to rendering pipeline changes, I have place for extra material parameter in the G-buffer which I might use later. If you're intere

  20. Developer post

    Update 0.34

    This is a minor update, but it adds a new game mode, called "progression". It's going to be like the original Magic Carpet, a linear sequence of challenges without a story. It's just one world so far, but I'll add more in the next updates, and this game mode will likely change a