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Archmage Rises News

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

Update #96: Procedural Dungeon Decoration



This week Nic and I dive into how the 3D dungeons are coming along, and specifically how the game AI will decorate and display rooms based on Theme and Purpose. The accompanying article highlights some of the inspirations, challenges, and solutions.

http://www.archmagerises.com/news/2019/6/1/update-96-procedural-dungeon-decoration

Update #95: Meet Daniel!



Meet Daniel. The first full time local team member on Archmage Rises. Daniel is here to write code and chew bubblegum. And he’s allllll out of gum.

http://www.archmagerises.com/news/2019/5/17/update-95-meet-daniel