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Archmage Rises

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Dev Blog

Thomas Henshell
December 22, 2017

Update #54: Merry Christmas 2017

Thomas Henshell
December 22, 2017
Update #54: Merry Christmas 2017

In this final update for 2017 we share our progress on build 11.  We were supposed to be feature complete today.  We came close.  And Thomas wears a hat.

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Thomas Henshell
December 16, 2017

Update #53: Along the Road to Build 11

Thomas Henshell
December 16, 2017
Update #53: Along the Road to Build 11

In this short update we discuss progress on Build 11 and the addition of the new medieval insult engine thanks to the crowd sourcing of insults this week.  Enjoy the video and don't be a goblin-bedder!

2 Comments
Thomas Henshell
December 9, 2017

Update #52: Road to Build 11

Thomas Henshell
December 9, 2017
Update #52: Road to Build 11

We're real close.  So we made a short list of the core features we are focused on publishing in Build 11.  Do our objectives line up with your expectations?

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Thomas Henshell
December 2, 2017

Update #51: Simulator Goofs and Bugs

Thomas Henshell
December 2, 2017
Update #51: Simulator Goofs and Bugs

The game is broken.  Can't show you anything.  But what we can talk about is all the weird and goofy things you can do in the worlds most advanced mage simulator.  

4 Comments
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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