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Archmage Rises Dev Blog #7: User Interface Magic
This past week, I focused my development efforts on the user interface (UI) of Archmage Rises. Proper software development methodology mandates that we should take on the highest priority, highest risk items first. We should do this to save enough time and energy to deal with the truly dangerous issues: the unknowns. Archmage Rises is a UI-heavy game, and…
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How I Killed the Joy of Video Games
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Archmage Rises: The Team
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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