Reliefs The Time of the Lemures - Calepin Studio


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 The Time of the Lemures - Calepin Studio

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 The Time of the Lemures - Calepin Studio


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!




  • 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 The Time of the Lemures - Calepin Studio


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!
Reliefs The Time of the Lemures - Calepin Studio


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 The Time of the Lemures - Calepin Studio


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 The Time of the Lemures - Calepin Studio


Hello everyone!

The cold is coming to Calepin Studio!
For this Christmas and New Year, all game of Calepin Studio is available at -50% on Steam only!

Carton -50%
https://store.steampowered.com/app/531920/Carton/
Reliefs -50%
https://store.steampowered.com/app/821180/Reliefs/
Air -50%
https://store.steampowered.com/app/1144520/Air/

Happy Christmas and New Year everyone!
Reliefs The Time of the Lemures - Calepin Studio


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 The Time of the Lemures - Calepin Studio


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.
Nov 3, 2019
Reliefs The Time of the Lemures - Calepin Studio
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!
...