Today we dive into our Save and Design Data Systems- two systems that are easily (and reasonably) taken for granted, but can take a lot to get working behind the scenes in a game as massive as Archmage Rises.
Learn more in the video above.
Dev Blog
Today we dive into our Save and Design Data Systems- two systems that are easily (and reasonably) taken for granted, but can take a lot to get working behind the scenes in a game as massive as Archmage Rises.
Learn more in the video above.
This week, we share the beginning of our quest designer. You might remember Thomas demonstrating the Bard tooling in an early video; we’re moving that tool forward to work with our latest systems and let designers create new quests rapidly that you’ll be able to come across in the game.
You can learn more in the video above.
You can watch the seasons shift about you as time passes, both as an indication that the world is changing and to help you keep track of your own time in the world.
Learn more in the update video above.
We’ve been working on tools for editing everything in the game so that we can give you updates and new content for Archmage Rises more often. It allows us to access and edit all data in the game that we specially mark in the code.
Learn more in the video below:
As you make your way across the world, you’re likely to wish you could leave reminders for yourself along the way. You’ll now be able to both add notes to the your map and keep track of broader information in a personal player journal.
This week we take a look at two ways you can produce valuables to increase your prestige and improve your standing among the nobles.
Today we get to show you some of what we’re doing to improve the experience in buildings and in conversations.
We’ll be diving more into the Conversations System in a future update video as we start adding in more options and can show you more of what the system is capable of. We also have some new tooling that we can talk about soon that we’re using internally to set up traits, enemies, spells, custom questlines, and all other designer data in the game.
This week we’d like to show you our new World Generation system. It can build much larger and more interesting worlds than before, and we’ll be able to expand it over time so that you get many more options than the previous system was capable of.
Learn more in the video above and join the conversation on our Steam forums here.