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Archmage Rises News

Update #124: Combat Progress #2


This week we address some of the bugs in the release of 12.3, then show some of our progress on the combat engine, then finally show some pics of a new race coming to Vaelun!

http://www.archmagerises.com/news/2020/8/14/update-124

Update #123: Combat Early Prototype



This week I share some of the challenges we’ve had in July, both personally and professionally, and then show a sneak peak at the new combat system we’ve been working on.

http://www.archmagerises.com/news/2020/8/8/update-123-combat-early-prototype

Update #122: Build 12.3 Released



We upgraded the Unity Game Engine and added a few gameplay enhancements. It was hard.

Release Notes here:
http://www.archmagerises.com/news/2020/7/10/build-123-release-notes

Update #121: Let’s Play 3D Dungeons Again! (Build 12.3)


This week we are joined by Ernest Scribner of EmergentMage.com, for a play through of the latest build, 12.3. Will Thomas finally be able to show the completion of an in-game quest? Will he even be able to find a quest? Watch for exciting answers to these questions!

http://www.archmagerises.com/news/2020/6/27/update-121-lets-play-3d-dungeons-again-build-123

Update #120: New Combat Design - Build 13



With the 3D dungeons in place, it is time to improve the Combat Experience. This video update walks through the principles and goals of this major build. We are making our internal design document available to you for review and comment. This is a level of transparency and inclusiveness we’ve never done before!

http://www.archmagerises.com/news/2020/6/20/update-120-new-combat-design-build-13

[previewyoutube][/previewyoutube]

Build 13 Combat Design PDF
The doc will be updated at that link, so you always have the latest version.

As you read it, you are invited to jump in on the conversations taking place on Steam right now:

  1. Goals, Principles, Encounter Mechanics
  2. Battlefield
  3. Status Effects
  4. Spells
  5. Monsters
  6. Items, Armor, Weapons