Finally, after 18 months of rewriting, fixing, and waiting, Build 11 is ready to for play on the Beta branch. Put in the password "password1234" to enable it.
Build 11 went out to a small group of testers and the results are in. This week I focused on the major bugs and missing features based on their feedback.
Well I'm finally confident enough in what I have here to put a stake in the ground and say for sure that Build 11 will release on or before Nov 16 2018. In this video I explain why.
Update #78: Dynamically Generated Quests - How it Works
This week our update is a little different. I peel back the layers and show some of Archmage Rises secret sauce for creating and utilizing a very detailed world to create quests. I have been struggling with procedurally generated quests displaying in a compelling way to the player. This week shows some of the challenges, why it is taking so long, and what the benefits are of the systems are.
Nic joins me this week to see the multiple ways a player can discover a monster lair: survival & deduction, stealth, combat & intimidation, and pure brute force searching.
This week we answer some fan questions, first one on my health by Will Sama and then one about race by Marc Schwartz. Then we dive into the work I've done on monster patrols and how encounters work when they collide with the player.
In this special double feature episode starring Timo, I show the latest demo from the games convection at CGDC on how the various systems can be used to create Crime & Punishment experiences. Then I show the early work being done on monsters: how they recruit and patrol their territory.
This week I finally finished Big Task #2 of 3 in Build 11 getting the supply/demand trading economy working. I worked on it for 2 months and i’m so happy it’s off the list. It needs some balancing, but it works.
I also fixed/added 25 other things since the last update which you can see in the article if you are interested.