Build 11 went out to a small group of testers and the results are in. This week I focused on the major bugs and missing features from their feedback.
This week our update is a little different. I peel back the layers and show some of Archmage Rises secret sauce for creating and utilizing a very detailed world to create quests. I have been struggling with procedurally generated quests displaying in a compelling way to the player. This week shows some of the challenges, why it is taking so long, and what the benefits are of the systems are.
This week I finally finished Big Task #2 of 3 in Build 11 getting the supply/demand trading economy working. I worked on it for 2 months and i’m so happy it’s off the list. It needs some balancing, but it works.
I also fixed/added 25 other things since the last update which you can see in the article if you are interested.
In this update we show lots of improvements to the internals of the game allow the revised merchant trading interface to work. It is the culmination of a lot of previous work. Then we show something that has been in the works for months: NPC desire fulfillment. When an NPC has nothing to do they will decide for themselves what to do.