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Archmage Rises

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Dev Blog

Thomas Henshell
October 5, 2019

Update #103: Dungeon Walkthrough

Thomas Henshell
October 5, 2019
Update #103: Dungeon Walkthrough

This week I share some of the team’s great work bringing the dungeons closer to completion. Inspired by Nic’s constant nagging, I fire up a dungeon and start wandering around pointing out gameplay changes. We finish with some examples of “themed rooms” by our newest member and 3d modeller, Emily Adams!

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Thomas Henshell
September 13, 2019

Update #102: Meet Michel!

Thomas Henshell
September 13, 2019
Update #102: Meet Michel!

The team grows again! Long time fan and recent Computer Science graduate, this week Michel moved from Michigan to Canada and is now working full time on the game.

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Thomas Henshell
August 23, 2019

Update #101: Better Dungeons & AlienFx

Thomas Henshell
August 23, 2019
Update #101: Better Dungeons & AlienFx

It’s Daniel’s last week before heading back to school for a final year. He has finished up implementing AlienFx lighting into the spells and environment systems. Thomas has been busy working on heuristic algorithms to make the dungeons fun. Placement of locked doors, levers, monsters, all in smart interesting places that make sense.

Things are really coming together!

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Thomas Henshell
August 10, 2019

Update #100: The Studio

Thomas Henshell
August 10, 2019
Update #100: The Studio

In this special 100th episode I’m joined by Neil of Pixel Light Games. Today I reveal some of the bigger things that have been in the works since April and how the hiring of Daniel fits into a larger plan.

1 Comment
Thomas Henshell
July 21, 2019

Update #99: Generating Believable 3d Dungeons with AI

Thomas Henshell
July 21, 2019
Update #99: Generating Believable 3d Dungeons with AI

This week’s update is the presentation I gave at CGDC in Portland, OR Jul 18 2019. I dive into the unique design constraints of Archmage Rise’s procedural dungeons, the prototypes and processes attempting to meet those requirements, and how, now, the technology differs from other algorithms of the past.

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Thomas Henshell
July 5, 2019

Update #98: 3D Dungeon Interaction, Lighting, Materials

Thomas Henshell
July 5, 2019
Update #98: 3D Dungeon Interaction, Lighting, Materials

This week we show off the new lighting, texturing, and interaction of the 3d dungeons. This is the baseline from which we can now expand into new areas of interaction.

3 Comments
Thomas Henshell
June 21, 2019

How to Write a Use Case

Thomas Henshell
June 21, 2019
How to Write a Use Case

Someone asked in a game dev facebook group: How do you approach complex programming logic before you begin?

I throw on my systems analyst hat and describe the process that has been helpful to me over the years.

3 Comments
Thomas Henshell
June 21, 2019

Update #97: Integrating Procedural Dungeons Into Game

Thomas Henshell
June 21, 2019
Update #97: Integrating Procedural Dungeons Into Game

Since the last update, I celebrated my 20th wedding anniversary and Daniel completed his training regiment. Daniel then started working on integrating the 3D dungeons tech into the main game while I focus on content for the dungeons. A pattern we hope will continue!

7 Comments
Thomas Henshell
June 1, 2019

Update #96: Procedural Dungeon Decoration

Thomas Henshell
June 1, 2019
Update #96: Procedural Dungeon Decoration

This week Nic and I dive into how the 3D dungeons are coming along, and specifically how the game AI will decorate and display rooms based on Theme and Purpose.

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Thomas Henshell
May 18, 2019

Update #95: Meet Daniel!

Thomas Henshell
May 18, 2019
Update #95: Meet Daniel!

Meet Daniel. The first full time local team member on Archmage Rises. Daniel is here to write code and chew bubblegum. And he’s allllll out of gum.

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