This week we are joined by a different bearded glasses wearing friend of mine on the West coast, Michael Herrera, where I give a small health update (I can see again!), announce who is on the Small Council, and then dive into the new design of the economy.
Update #66: Archmage Rises Shall Continue
Update 65#: Making Games is Hard
Update #64: Inside Build 11: It's the Economy, Stupid!
Update #63: Inside Build 11: Equipment
Update #62: Where's the Magical Beef?
Update #61: Inside Build 11: NPC Brains and Relationships
In this update we show how a variety of interactions can grow a relationship. And new ones become available as you increase or decrease the stages of the relationship. Repetition doesn't work in relationships, so I had to retool the NPC brain to be able to efficiently store and quickly retrieve everything that happens to them (with timestamps) so they can react correctly to someone spamming the same choices.
Update #60: Inside Build 11: Jokes & Performances
Update #59: Inside Build 11 Part 3
Update #58: Inside Build 11 Part 2
We continue to the hard work of making the game release ready. Archmage is ambitious and our goal is to make something as deep and interesting as Dwarf Fortress or Crusader Kings II, yet accessible to everyone. In this update we show the beginnings of character creation and customization, life aspirations, and the detailed NPC relationships view, and announce something weird that is happening with Nic.