I said I would do updates every other week, so with nothing much to say or show here is the shortest one of all.
Update #79: Build 11 Release Date
Update #78: Dynamically Generated Quests - How it Works
This week our update is a little different. I peel back the layers and show some of Archmage Rises secret sauce for creating and utilizing a very detailed world to create quests. I have been struggling with procedurally generated quests displaying in a compelling way to the player. This week shows some of the challenges, why it is taking so long, and what the benefits are of the systems are.
Update #77: Finding Monster Lairs
Update #76: Monster Patrols
Update #75: Crime & Punishment
Update #74: Accelerating Progress
This week I finally finished Big Task #2 of 3 in Build 11 getting the supply/demand trading economy working. I worked on it for 2 months and i’m so happy it’s off the list. It needs some balancing, but it works.
I also fixed/added 25 other things since the last update which you can see in the article if you are interested.
Update #73: Trade & World Simulation
In this update we show lots of improvements to the internals of the game allow the revised merchant trading interface to work. It is the culmination of a lot of previous work. Then we show something that has been in the works for months: NPC desire fulfillment. When an NPC has nothing to do they will decide for themselves what to do.










