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Archmage Rises

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Dev Blog

Thomas Henshell
June 3, 2017

Update #25: New Features: From Idea to Coding

Thomas Henshell
June 3, 2017
Update #25: New Features: From Idea to Coding

For our 25th episode we are not only showing some new features in the works, but also how we do it.  Like really, how do you go from idea to coding?  It's actually a long and possibly even scientific process.  We show you the steps and tools involved in indie game dev.

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Thomas Henshell
May 27, 2017

Video Update #24: First Person Hex View

Thomas Henshell
May 27, 2017
Video Update #24: First Person Hex View

Thomas is on the road again, but we still manage to show a glimpse of what visiting map hexes will really look like.  And how that forms the basis for the new Town view.

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Thomas Henshell
May 20, 2017

Update #23: Procedurally Generating a World's History

Thomas Henshell
May 20, 2017
Update #23: Procedurally Generating a World's History

In this update we dive into the core core feature of Archmage Rises: the simulated world.  We give a highlight video of how the game world's history is generated, and then detail in the article some of the thinking/mechanics going on behind the scenes.

2 Comments
Thomas Henshell
May 13, 2017

Video Update #22: Business/Financing Update

Thomas Henshell
May 13, 2017
Video Update #22: Business/Financing Update


This week Thomas travels down to Toronto to get an update on the software company currently financing the game.

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Thomas Henshell
May 6, 2017

Video Update #21: UI 3.0 Part II

Thomas Henshell
May 6, 2017
Video Update #21: UI 3.0 Part II

This week we show the completion of the quick action bar.  We also discuss additional work in progress, multiple weapon types, the SUPER special gold box edition, special reward content for newsletter members and pre-orders, and some gold old fashioned Canadian Trivia.

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Thomas Henshell
May 2, 2017

Hobby vs Indie Game Dev and the War of Art

Thomas Henshell
May 2, 2017
Hobby vs Indie Game Dev and the War of Art

An Extra Credits video centers on the difference between an Indie dev and a Hobbyist. The hobbyist builds the game for themselves, the indie builds it to be enjoyed by others.

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Thomas Henshell
April 29, 2017

Video Update #20: UI 3.0

Thomas Henshell
April 29, 2017
Video Update #20: UI 3.0

We're in the midst of redoing the UI.  We're doing it to address questions/concerns raised by fans (thanks!) and now we have a clearer view of how the game should play.  In the video you'll see the first look of the new UI in combat.  We'll show the rest when it is ready.

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Thomas Henshell
April 24, 2017

Video Update #19: Business Woes

Thomas Henshell
April 24, 2017
Video Update #19: Business Woes

When we started these updates we said we would be totally honest.  This week has brought some bad news to one of Thomas' companies so in this update we discuss how that affects the game.

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Thomas Henshell
April 15, 2017

Video Update #18: Sexier Combat

Thomas Henshell
April 15, 2017
Video Update #18: Sexier Combat

Our animator turned in his first batch of work and it looks great!  Nic spent some time getting the new Goblin Warrior into the game.  See for yourself how the new and improved combat looks and feels better.

2 Comments
Thomas Henshell
April 10, 2017

Video Update #17: 203 Trillion NPCs

Thomas Henshell
April 10, 2017
Video Update #17: 203 Trillion NPCs

203 Trillion possible NPCs to encounter.  To deliver a role playing experience unlike any other we have to approach and build the game unlike any other.

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