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Archmage Rises

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Dev Blog

Thomas Henshell
May 16, 2020

Update #117: Let’s Play 3D Dungeons (Build 12.1)

Thomas Henshell
May 16, 2020
Update #117: Let’s Play 3D Dungeons (Build 12.1)

Today my good friend Neil joins me for a totally unscripted playthrough of Build 12 and the 3D dungeons. When I say unscripted, everything that could go wrong, did! Audio problems, gameplay bugs, 10 foot poles, live code editing and game recompiling, all in the unwavering quest to find The Grigg Ring! Every other Let's Play of Archmage Rises will be better than this one!

3 Comments
Thomas Henshell
May 9, 2020

Update #116: 3D Dungeons Released - Meet the Team of Build 12

Thomas Henshell
May 9, 2020
Update #116: 3D Dungeons Released - Meet the Team of Build 12

In this update we celebrate the team who built Build 12. If you are part of the pre-alpha pre-order group, go to Steam and play it now!

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Thomas Henshell
May 8, 2020

Build 12.1 Release Notes (May 8 2020)

Thomas Henshell
May 8, 2020
Build 12.1 Release Notes (May 8 2020)

Detailed release notes for Build 12.1 Dungeons released today May 8 2020

2 Comments
Thomas Henshell
May 2, 2020

Update #115: Council Approves, Build 12 Coming Soon!

Thomas Henshell
May 2, 2020
Update #115: Council Approves, Build 12 Coming Soon!

This week the small council said Build 12 is good enough (done enough) to release to everyone, as long as we fix some major bugs. And we added another programmer!

1 Comment
Thomas Henshell
April 25, 2020

Update #114: 3D Dungeons Build 12 Sent to Small Council

Thomas Henshell
April 25, 2020
Update #114: 3D Dungeons Build 12 Sent to Small Council

It was a hectic week of several 12-hour days, but we finally got Build 12 playable enough for the fan Small Council to review.

We’ll see what they say…

2 Comments
Thomas Henshell
April 18, 2020

Update #113: 20 Outstanding Critical Tasks

Thomas Henshell
April 18, 2020
Update #113: 20 Outstanding Critical Tasks

We finally got to Playtesting the game this week and that has generated 68 issues/tasks of which 20 are critical to resolve before we can have anyone play it. Maybe it’s just me, but being able to find a quest item in a dungeon seems pretty important to the whole experience.

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Thomas Henshell
April 4, 2020

Update #112: Simulator Generated Dungeon Quests

Thomas Henshell
April 4, 2020
Update #112: Simulator Generated Dungeon Quests

In this update I talk through the following flowchart on how the game generates quests using existing people and monsters going about their business in the world into an escalating quest chain. I then show behind the scenes how we generate the quest description for the NPC to speak to the player.

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Thomas Henshell
March 21, 2020

Update #111: Testing Dungeon Build Begins

Thomas Henshell
March 21, 2020
Update #111: Testing Dungeon Build Begins

Today I share features of the upcoming Build 12 and then demo some of the dungeon experience. We start gameplay testing of the dungeons on Monday!

1 Comment
Thomas Henshell
March 6, 2020

Update #110 Procedurally decorate a Dungeon Room With Unity & C#

Thomas Henshell
March 6, 2020
Update #110 Procedurally decorate a Dungeon Room With Unity & C#

This week we really dive behind the scenes and show how we use Unity and C# to procedurally turn an empty 3D box into a decorated thematic dungeon room, with items, wall hangings, and stacking items.

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Thomas Henshell
February 22, 2020

Update #109: 3D Dungeons Gameplay Build in March

Thomas Henshell
February 22, 2020
Update #109: 3D Dungeons Gameplay Build in March

We are happy to report that we are done with the 3D dungeon tech and are now working on the gameplay experience. We think it will take us 3 weeks, or so, meaning sometime in mid to late March.

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