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Archmage Rises

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Dev Blog

Thomas Henshell
November 25, 2017

Update #50: Adventure in a Real Living Breathing World

Thomas Henshell
November 25, 2017
Update #50: Adventure in a Real Living Breathing World

In this special 50th double length episode we finally show the tech we've been promising for 3+ years.  It's real.  It works.  The simulated people, places, and monsters all intersect to create interesting choices and quests worth doing.  We've summited everest.

8 Comments
Thomas Henshell
November 18, 2017

Update #49: 4th and Inches

Thomas Henshell
November 18, 2017
Update #49: 4th and Inches

This week we get one step closer to being feature complete on Build 11's simulator: towns now spawn settlements and NPCs move to the new frontiers seeking fame and fortune.  Well, a job at least.

Significant progress has been made on performance tuning the world generation so it no longer takes 30 hours to generate a world. Your welcome. :-)

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Thomas Henshell
November 11, 2017

Update #48: Grinding it Out

Thomas Henshell
November 11, 2017
Update #48: Grinding it Out

In this update we have nothing to show, so we answer a question about play time, talk about AI decisions based on desires, and Nic's never ending battle against simulator performance.

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Thomas Henshell
November 4, 2017

Update #47: The Simulator is Alive!

Thomas Henshell
November 4, 2017
Update #47: The Simulator is Alive!

This week we discuss the author's journey and listening to the creation, then we show how the simulated people are really alive, moving around on the map, going about their business.

1 Comment
Thomas Henshell
October 30, 2017

Update #46: Business Update & Economy in Build 11

Thomas Henshell
October 30, 2017
Update #46: Business Update & Economy in Build 11

This week Thomas gives a quick update on the financing of the project.  Then we dive into some of the major tech changes we've made to the economy as we make the world more and more realistic.  Near the end of the video we show how NPC traders move around the road system buying and selling goods, and some new tech we made to be able to see any NPC on the map.

3 Comments
Thomas Henshell
October 20, 2017

Update #45: Build 11's Spooky Evil Grinder

Thomas Henshell
October 20, 2017
Update #45: Build 11's Spooky Evil Grinder

For this special Halloween episode we show ways you can use the grinder: for good or eeeeeee-vil.

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Thomas Henshell
October 14, 2017

Update #44: Build 11's Makin' Babies

Thomas Henshell
October 14, 2017
Update #44: Build 11's Makin' Babies

Through the power of Pair Programming we've completed the first step of integrating in the new world simulator.  In this short(er) video we show how NPC settlers marry, move in together, and start making babies.  And how you can go visit the happy newborn family.

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Thomas Henshell
October 7, 2017

Update #43: Build 11's 25 New Features

Thomas Henshell
October 7, 2017
Update #43: Build 11's 25 New Features

As we've been working on preparing Build 11 we've had to add some new features.  First one, then two more.  And now we're at 25!  In this update we list them all and demonstrate some of them.  This is why Build 11 is taking so long to prepare!  And Nic let's slip the most powerful object in the game, ruining the surprise.  Enjoy!

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Thomas Henshell
September 30, 2017

Update #42: Meet the Team: Musician James

Thomas Henshell
September 30, 2017
Update #42: Meet the Team: Musician James

This is our final in depth interview of the Archmage Rises team members.  James Marantette answers your questions and provides a sneak peek of 3 tracks he's currently working on for the game.  

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Thomas Henshell
September 23, 2017

Update #41: Meet the Team: Designer Thomas

Thomas Henshell
September 23, 2017
Update #41: Meet the Team: Designer Thomas

Work continues on Build 11.  So this week Nic and Rogier turn the spotlight on Thomas.  They ask your questions ranging from his background, where Archmage came from, to game influences.  Also includes discussion and photos of his Friendly Local Gaming Store (FLGS).

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