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Archmage Rises News

Update #101: Better Dungeons AlienFx



It’s Daniel’s last week before heading back to school for a final year. He has finished up implementing AlienFx lighting into the spells and environment systems. Thomas has been busy working on heuristic algorithms to make the dungeons fun. Placement of locked doors, levers, monsters, all in smart interesting places that make sense.

Things are really coming together!

http://www.archmagerises.com/news/2019/8/23/update-101-better-dungeons-amp-alienfx

Update #100: The Studio


In this special 100th episode I’m joined by Neil of Pixel Light Games. Today I reveal some of the bigger things that have been in the works since April and how the hiring of Daniel fits into a larger plan.

http://www.archmagerises.com/news/2019/8/10/update-100-the-studio

Update #99: Generating Believable 3d Dungeons with AI


This week’s update is the presentation I gave at CGDC in Portland, OR Jul 18 2019. I dive into the unique design constraints of Archmage Rise’s procedural dungeons, the prototypes and processes attempting to meet those requirements, and how, now, the technology differs from other algorithms of the past.

http://www.archmagerises.com/news/2019/7/21/update-99-generating-believable-3d-dungeons-with-ai

Update #98: 3D Dungeon Interaction, Lighting, Materials



This week we show off the new lighting, texturing, and interaction of the 3d dungeons. This is the baseline from which we can now expand into new areas of interaction.

http://www.archmagerises.com/news/2019/7/5/update-98-3d-dungeon-interaction-lighting-materials

Update #97: Integrating Procedural Dungeons Into Game



Since the last update, I celebrated my 20th wedding anniversary and Daniel completed his training regiment. Daniel then started working on integrating the 3D dungeons tech into the main game while I focus on content for the dungeons. A pattern we hope will continue!

http://www.archmagerises.com/news/2019/6/21/update-97-integrating-procedural-dungeons-into-game