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Archmage Rises

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Dev Blog

Thomas Henshell
December 14, 2019

Update #106: Getting Close on 3D Dungeons!

Thomas Henshell
December 14, 2019
Update #106: Getting Close on 3D Dungeons!

For this last update of 2019 I show you a tiny slice of what Daniel and Michel have been working on. Adventures are always better with friends!

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Thomas Henshell
December 2, 2019

Update #105: Meet 3D Artist Emily!

Thomas Henshell
December 2, 2019
Update #105: Meet 3D Artist Emily!

This week I have the privilege of introducing you to another team member on Archmage Rises: Emily! That brings the active team on the game to five!

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Thomas Henshell
October 28, 2019

Update #104: Dungeon Decoration Debugging

Thomas Henshell
October 28, 2019
Update #104: Dungeon Decoration Debugging

This week I show off the cool work Emily and Michel have been doing on the dungeon room decorations. To get those rooms you will be exploring and looting feeling good. This video shows some more room types and the 3d debugging tool Michel made.

2 Comments
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
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