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Archmage Rises News

Weekly Dev Update: April 22, 2024

[h2]Recipe for Success[/h2]

The last several weeks have been planning and transition. We’re bringing on four new team members in just over a week, so getting everyone aligned and on the same page as far as game vision has been pivotal.

Mark Webster is a 15+ year veteran game designer (GoW:Ragnarök, God of War 2018, Guitar Hero, Skylanders) and Lead Designer on Archmage Rises since last fall. Last week he laid out for the team how and why we are tackling development in a Play Experience way.

I recorded this meeting for the new employees starting in May. But afterwards, I felt it was so good and explanatory that I am taking a chance: I’m sharing this internal meeting with you, our faithful fellow adventurer.



This is the first slide, which I forgot to record.

[previewyoutube][/previewyoutube]

Notes:

  • What we’re working on is Update #3 Exploration, but it is so comprehensive of an update that it is most of the major parts of the game. It is going to take us a while, many months.
  • We will continue to make patches every other week as long as we need to, while we are doing the above.
  • Mark mentions something about ‘Adventure Books’ and ‘Seasons of Life’. These are concepts around structuring the overall ‘life’ of a player character still very much still in design discussion. I’ll have more to say when we figure out what it means!

[h2]Rivals[/h2]

  • All five mage types are working: Fire, Ice, Arcane, Earth, Storm
  • Phil and I are doing one last round of experience testing before we release to the beta branch. Think it is this week.

Build 0.2.108 is now live!

[h2]FIXED:[/h2]
Fix for game launch black screen bug caused due to an empty or malformed Settings.json file
Fixed some bugs that were causing some players to get stuck in/at the end of combat
Fixes for some starter town quests
Various NPC conversation and keyword highlighting bug fixes and optimizations

[h2]IMPROVED:[/h2]
Added Day/Night cycle to Mage Tower
Added the ability to ask NPCs about monsters

Weekly Dev Priorities: Apr 15, 2024

Less pontificating this week than the previous two weeks updates! More details about the game dev.

[h2]Mini-Update Rival Combat[/h2]



Rivals is a small update adding the ability to fight specific named mages in the game. These mages specialize in one of the schools and present a unique challenge to the player.

  • Great news! We think Rivals will be ready to hit the Beta branch either this week or next week.
  • This one has taken a while to pull together for the reason I wrote about last week: Finding the music. Being more intentional about the experience, the feels, rather than just the lyrics and the feature.
  • I’m not pretending it’ll be the best thing you’ve ever played, but it should feel like ‘Hey, they put some work into this.’ If it does, then this is a good microcosm of the larger ‘find the fun’ initiative we’re going into
  • There are a number of fixes and Quality of Life improvements baked into this version

[h2]Exploration[/h2]



Exploration is our next major update to the game. It will greatly enhance the overworld experience, map exploration, UI experience, dynamically generated quests based on NPC motives, and player progression.

  • Jessi, Phil, and our Super-Senior programmer Jonathan are all working on the new UI. The new UI is being architected well (as opposed to what we’ve had to date… which is not). The new architecture will allow something good for you and something good for us
    • The new architecture supports custom keybindings and controller play - eventually this game is going onto the Switch and other platforms, but I personally like playing PC games with a controller and we’re allowing it
    • The new architecture allows for automated testing scripts. This will help improve quality and make our new QA Alex’s life much easier!
  • Mark is working hard on ‘finding the fun’ (the music) in the new Regions concept for the map
  • Zach has the dynamic quests working well, but needs to rearchitect some of the branching dialogue tech. My goal is to make a crappy video of dynamic quests working in game next week. It is really really cool!
  • Nolan and I are discussing the Relationships aspect of the game. We’ve been mulling over ‘What does friendship look like in Archmage Rises?’ To make these NPCs feel good we’re going to use more of the techniques you see in novels and games from the likes of Bioware, Larian, and Obsidian.


[h2]This Week’s Patch[/h2]

  • Fixed an issue with game start ups due to corrupted setting files
  • Working on a bug causing some players to experience combat freezing
  • Improvements + fixes to the Topic Picker, including the ability to ask about monsters. If the NPC knows they will tell you where they are. Invaluable for quests!

[h2]Other Studio News[/h2]
  • Josh has decided to move on. Our time with him was beneficial and appreciated, we thank him for his efforts, and wish him well for whatever is next.
  • It just so happens I’ve been in discussions with a programmer for a year. He is looking for something immediate. We’re able to bring him in right away to help.

Curious, do you like the more ‘game details’ posts like this? or the more ‘thought piece’ like the last 2 weeks? Give us a shout and let me know.

Weekly Dev Update: How We're Developing The Game Now

[h2]How Do you Make a Good Game?[/h2]

One evening a week I teach a game dev class at a university in Vancouver, BC. Hopefully not fulfilling the phrase ‘Those who can’t, teach!’.

I ask my students: How do you make a Game?

I surprise them by telling them it’s a simple 2 step process. Here is my teaching slide:



Works for books, music, painting, sculpture, and even articles!

Step 1.

Step 2. Working on it! Opinions will differ on how far along we are.

I use Redfall as an example for the primary reason games fail on release: they weren’t able to finish Step 2. They needed more time (which usually means budget) to complete Step 2. If you ever play a game that dissatisfies, it’s because step 2 was cut short. Several reasons cut step 2 short, but this is not a class, it’s a news update, so let’s get back on track!

While writing this, I happened to catch a post by new player Mordred who decided to jump in and play. He lost 4.5hrs into the immersion of the game.

We have something. Some of it is engaging/compelling. Some of it is real crap. We need to make it a lot better.

Language note: When I say below “we need to make it fun” I’m not discounting the parts people are enjoying, nor am I trying to persuade anyone having fun that they really aren’t. I mean “it isn’t fun enough”. Meaning it can be much more engaging.

So how do we do this?

[h2]Games Ain’t Software[/h2]



I have 15+ years in Enterprise software, mostly web and mobile platforms.

In software, we have a set of features we must have. Usually, these are dictated by higher ups like the CEO for specific business purposes or to address specific operational pain points. From there, it is up to the team to determine the rest of the system features.

Point being, you make a feature list up front, budget accordingly, and prioritize. This can be done waterfall-ish where the finish line is all decided up front, or agile where a Product Owner decides which ideas become features worth doing as the team builds.

Software just has to work. It is mostly binary: Can I do the thing - send the cost sheet - or can’t I?

There is something to be said about UX and how wonderful or terrible the user’s experience is with executing the feature.

Yet not once, in any of my field tests, did I run up to a user and ask, “Are you having a good time?! Do you want to click that button again?!?”

The system did the thing it was supposed to, we move on to finishing all the features.

This doesn’t seem like the right path…

[h2]The Way We Got Here, Doesn’t Get Us There[/h2]



We have some assets to our advantage:

  • An idea that seems worth pursuing.
  • A player community 10,000+ strong, growing every day.
  • A moldable base clay of basic features (map, combat, towns, quests, simulator) which can be shaped and formed the way we want

But when I playtest the game it isn’t fun enough.

This leads to a key question. One of upmost strategic importance:

Add more features, hoping it becomes more fun? - Or- Find the fun with what you have?

In software development we talk about tech debt - tech that isn’t quite the way it should be, but you keep putting off dealing with it until some later time. Building on top of this foundation usually just multiples the tech debt.

It sounds ridiculous to say, but I wasn’t terribly interested in how fun the game was, I wanted to get through all the features. I made my list of features, set the roadmap, and started plowing through like it was a software project.

Oops.

Now I have a pile of Fun Debt to work through.

For a solution, let’s look outside of software/games.

[h2]How Is a Song Written?[/h2]



Confession: I’ve never written a song. Not even accidentally!

But I am a curious student of the process. I watch music documentaries of acts as varied as U2, Queen, Rush, Lynyrd Skynyrd, and Taylor Swift. I read Rick Rubin’s (co-founder of Def Jam) book on creativity. I’ll even admit to watching every episode of the TV show Nashville! (That’s 40hrs of my life I’ll never get back!)

My interest is wrapped up in my niece as a budding musician. I’ve been able to go to the studio with her a few times and coach her a bit in her career. Recently she wrote a song with hit-band Maroon 5.

Not once* have I seen a great musician first write out all the lyrics of a song: course, verse, & bridge. Then try to set music to it.

It starts with the music. A melody, a hook, a few bars from the aether. The musician listens to it, plays around with it, and builds on it. Music and lyric come together, each supporting the other.

In games, if lyrics are the features, then music is the fun. When a game is well made, it truly sings!

[h2]The Musical Melody Approach to Game Dev[/h2]



We need to take the musicians approach by listening. Where is the game’s melody flat? Screeching? Too loud? Too soft? Then adding to it only what makes it sound/play better. To ensure lyric and music, feature and fun, are supporting each other in harmony every step of the way.

As I wrote last week, we (team, new studio) are committed to making this game great. You deserve a great game.

Now is the time to do this. The game is mostly stable (we’re working on that combat first round issue). We’re working on a new UI which includes controller support (oops let that slip).

Now is the time to unite the clans!!!

[previewyoutube][/previewyoutube]

Unnecessary Braveheart reference, but I love it!

We are working hard on designing the structure of the game, the game loops, how time passes, how you interact with the map, how you get into combat.

We don’t need more features to make this fun. We need to form the disparate notes and words into a beautiful melody.

Once we have that core, we can add features as long as they don’t upset the balance of the music.

So we need a new roadmap, but I don’t even know what it will look like until we get the core loop right.

This new ‘beautiful melody’ fun version of the game is Update #3 - but it is so much more than just changing how resources are found and harvested. It’s turning the pieces of game we have into a game.

For the time being we’ve taken the roadmap off the Steam page game description.

[h2]Finally, About The Price Increase[/h2]

We’ve said for a while now the game price will increase as we reach certain milestones. The roadmap has shown this for 6+ months. We intended to increase the price with the launch of Rivals Combat, but that has been delayed a few times pending improvements. There are Steam rules on when the price can be changed, last week was a window where we could so we increased from $10->$15 USD. This is just one step along our road to $40 USD.

I totally understand how a price increase on the heels of announcing a new studio acquiring us, looks like the new studio is making changes already. It is not. Just a coincidence. In fact, the VC person doesn’t even know I changed the game price.

Build 0.2.107 is now live!

[h2]FIXED:[/h2]

  • Fixed issue with being able to infinitely haggle with a ship captain
  • Fixed some bad text in the Mage Tower Games Room
  • Fixed an issue with becoming nauseated from eating
  • Fixed an issue where food was being consumed even when unnecessary
  • Fixed typos in NPC directions
  • Fixed some unnecessary capitalizations
  • Fixed a bug in the relationship screen regarding sorting. Now "sort by relationship" actually sorts by relationship
  • Relationship window properly shows relationship bar for the character portrait when the selected character on the left is an NPC
  • Fixed a bug where a corrupted Settings file would cause the game not to open properly


[h2]IMPROVED[/h2]

  • Limited eating foodstuff (which is essentially ingredients and not actual food) to only be consumed if you are actually hungry
  • Eating foodstuffs now curbs hunger
  • Nausea from eating foodstuffs now only applies if you are actually able to consume it
  • Skipping cutscenes (sleeping, etc) is now back!