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Archmage Rises News

Archmage Rises for Steam Awards 2023

First off, we want to say a huge thanks to our amazing community here for Archmage Rises. You have contributed so many great ideas and feedback that has really shaped not only what Archmage Rises has become today, but also the future of the game.

As we stride forward to conjure up more features and content for the game, we would love to humbly ask you to share your love and passion for Archmage Rises by nominating our game for this year's Innovative Gameplay Award during the Steam Awards 2023.

Your support in this (and in the community in general) means the world to us! A big thanks from the whole team here at Defiance!

Weekly Dev Update: Nov 20

I’m back from a week away. We had some great progress last week, so let’s get into it!

[h2]UPDATE 2B: COMBAT REWRITE[/h2]

More stolen combat art from the internet. This time from Pathfinder!

Combat has been in development for 6+ months. 90% of our resources are focused on it: Mark, Josh, Michel, Tyler, Zach, Jonathan, Jessi, Nolan, and Rubi.

[h2]LAST WEEK WE SAW THE KEY INDICATOR THAT WE ARE CLOSE TO BEING DONE![/h2]
For review, the new system was embarked on to make it cleaner/better/easier/safer to add new spells and make it faster to iterate on them.

This week Mark was able to design a new spell, from scratch, using just JSON text editing and see it work in game. We’ve been working for a long time to reach this moment!

A test spell created in the new system.

We have a whole new buff/status effect system in that allows for the stacking of buffs. This is critical for one of the spell schools, so it plays differently than the others.

No dates yet. We still have more work to do. But we’re close to picking a release date for Combat and ramping up the promotion of it.

[h2]UI REDESIGN[/h2]
Some may remember, Nic and I threw together the first UI just so we could get something playable for our booth at two game conventions.

Fun facts: The rose on the left represents the purity of your soul, and petals would blacken and fall out as you make evil choices. The candle represented how much of your life was left before you die of natural causes.

We moved from that UI to what you see today which was revised out of necessity.

We call this iteration Version 3

While I attempted to make something functional and decent looking, it was always just placeholder until I could get the right people involved and give them enough time to make a “real” UI.

Now is that time.

UI redesign is part of roadmap Update #3 Exploration. Jessi has been on our art team for over a year now, working with the UI as is. Now she is ready to lead the charge on a proper User Interface and User Experience. She’s excited (and maybe a little nervous) to be unleashed and make a real proper professional design.

Not without assistance. Phil has years of experience in marketing design, web design, and UI/UX design while Mark has years in AAA games. I think we have the right team to figure out how Archmage Rises should play.

It will take months of slow boil to get this right, which is why we are starting now.

As creative director, I have given a very broad direction:

I really want to embrace the medieval world feel.

I’m in love with the Medieval world; 13th century is my fav. I admit to holding a highly romanticized view. I’m certain if I jumped in a time machine and went, I couldn’t stand the smell!

Last year I went to France to visit the Cathedrals in Chartres, Rheims, Amiens, and Sainte Chapelle. I left that experience with an appreciation of stained glass as an art form.

I encouraged the team to explore how stained glass could be used in the UI.

I perused the UI mood board they were working on and love the color and feel of this picture:



Where is this going? How will it look? We don’t know!

These dev updates are raw and I’m telling you what’s happening as it happens. We’ll see in a few weeks what comes of this.

Until then, I’ll share this cover art from one of my favorite game series:

Thank you Moby Games for preserving game history! It’s appreciated!

[h2]DYNAMIC QUEST GENERATION[/h2]
Just before I left, Nolan and I made some great progress on the dynamic quest NPC text generation. The system is generating text we find compelling. More details to come in tomorrow’s detailed update.

The first part of Dynamic Quest generation is coming as part of Update #3 Exploration.

[h2]PRIORITY TASKS[/h2]
We’ve had a big influx of new players this past week, always a good thing. Here is what we are focusing on for this week’s patch:

  • Hiding equipped items from trade/sell window
  • Stief000 was unable to load a save game
  • Asking in an Inn about quests generated a ton of errors, because a certain kind of quest giver won’t generate.
  • Some encounter screens are missing related artwork

Build 0.2.18 is now live!

[h2]FIXED:[/h2]
  • Fixed a bug that caused books to get stuck and not able to be move out of an inventory
  • Fixed a bug causing shields to sometimes improperly cast (consuming Ara but not properly casting the shield spell)


[h2]IMPROVED:[/h2]
  • Rebind key C to open character sheet. Rebind key X to move south-east on the hexmap
  • Removed the spell power slider text from the combat tutorial, which was causing some confusion. Moved it to it's own tutorial pop-up after the spell slider is unlocked
  • Number keys can now be used to select convo dialog options for both NPCs converations and encounters
  • You can now use the SPACE key to skip transition animations (like sleeping in the inn, starting a brawl, or washing dishes for example)
  • Using a torch at night while investigating tracks reduces the darkness debuff by 1 (making it a -3 instead of -4)
  • Casting the Light spell at night while investigating tracks reduces the darkness debuff by 2 (making it a -2 instead of -4)

Weekly Dev Update: Nov 13

Hey! Phil here. Thomas couldn't make it because I locked him in a closet and usurped power from him. MUAHAHA!

Actually, he needed to head out on a last minute trip on Friday of last week, so that's why there was no Dynamic Quest update on Friday, and there will be none this week, but it'll make it's return next week when he is back.

With that out of the way, onward to what the team is up to this week!

[h2]Update 2b: Combat Rewrite[/h2]
  • Michel continuing work on flow of combat / event sequencing.
  • Zach is continuing work on Combat Buffs/Debuffs.
  • Josh is continuing work on Spell Casting UI and UX.
  • Tyler is continuing to work on spell school progression.
  • James / Mark are starting to implement the updated spell designs and data with the new tech.

[h2]Dynamic Quest Generation[/h2]

Lots of progress has been made on the Dynamic Quests front. I got to see some great work done on the first iterations of incorporating dialogue into the quests being dynamically generated. It's still a little rough around the edges, but Nolan and Thomas have been making rapid progress!

With Thomas out this week, Nolan will be riding solo on Dynamic Quests this week. When needed, Nolan may also help out with some other needed writing tasks this week.

The first version of the dynamic quests will come in Update #3 Exploration.

[h2]UI Redesign[/h2]

Jessi and I have been hard at work looking at our UI and working some magic at not only unifying the UI more, but also creating a clean design language that makes sense in context of the game. We're excited with what we've come up so far, and will continue making progress on this project this week.

[h2]Priority Tasks[/h2]

Thanks so much to everyone for all of the great feedback and suggestions! We're continuing on the QoL train this week, along with some priority bug fixes. Here's a few of the things we're working on for the upcoming patch at the end of the week:

  • We’re going to make tracking tracks easier at night: Light spell +2 , torch +1 against -4 at night (still on our list from last week)
  • Fixing an issue with books being stuck in the inventory
  • Using spacebar to skip intercession animations (like sleeping at the inn or a bard performance for example)

Build 0.2.17 is Live!

[h2]IMPROVED:[/h2]
Now when someone requests you to find a resource as part of a quest, you don't have to take the extra steps to ask where the resource is, they will just tell you! Unless they don't know... but in that case at least they will tell you who in town you should talk to to get that info! Saves you a few extra clicks :)