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 the interface is core to the entire game experience. Fortunately, I’m working with the very talented UI artist Rick Grossenbacher.
Note: We’re only about a quarter of the way through the process, but I thought I’d share the approach and progress thus far. (more…)
First piece of artwork revealed!
At the start of the game you are 16 and must choose which mentor you will study under. Each has pros and cons and determines how you begin the game. This is one of your possible mentors:
In this Friday Update I show some of the depth of the Archmage Rises design document. And you may learn something about mindmapping too!
Read the full post in the forums
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