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This Week in Archmage Rises: Managing your Muse
I had a bizarre personal/family situation that totally consumed me from May to the end of July. Nothing much happened with Archmage during that time, which was like Chinese water torture for an indie dev. It turns out that I had to take over a little store – from personnel to IT. I couldn’t choose not to…
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What ‘90s SSI Goldbox RPGs Can Teach Us about the Modern RPG (Archmage Origins Part 2 of 2)
Sometimes a new solution is just an old idea in a new package. Last time, I covered how re-reading the Dragonlance novels got me thinking about a new kind of RPG. One that is a realistic open world, procedurally-generated, and full of meaningful choices. The question is: How can I build it? Is it even possible? Shark…
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Archmage Origins: Inspiration and DragonLance
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Why I’ve Said Goodbye to Mobile in Favor of PC
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Video Test of Combat Effects
Just messing around with Unity 2D and particle effects today. Now my dream of shooting skeletons with fire can come true. Next step is to add some kind of reaction to the target. http://www.youtube.com/watch?v=hYJTnrTiOVI You can leave comments in the forum: http://defiancegamestudio.com/Forum/yaf_postst18_Short-video-on-some-combat-effects–Skeleton-and-firebolt.aspx
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What flavour of Ogre do you like?
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Fancy Monsters
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Archmage Rises Game Design Document
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Rewriting Combat Engine
The combat engine was the first thing I wrote when I started what would become Archmage Rises. Inspired by this card from Hearthstone, I started rewriting combat to handle multiple opponents and multiple waves of opponents. You can read more in the forum post: Rewriting Combat for Multiple Opponents