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Archmage Rises - the play-how-you-want mage simulator - now available on Early Access

daveyd

Savant
Joined
Jun 10, 2013
Messages
287
There are Christian Game Dev conferences?
I always thought that sector was mostly safe from those fairytale fellowships.

Oh, well... don't really care too much as long as the game doesn't try to baptize me :lol:

True Christians only play games on the "Game Wave" console. Although PC games like Five: Guardians of David and Five: Guardians of Canaan might also be acceptable, depending on how one feels about the old testament. But Dungeons & Dragons inspired fantasy games? Clearly those are recruitment tools for occultists / Satanists. :)
 

Citizen

Guest
But Dungeons & Dragons inspired fantasy games? Clearly those are recruitment tools for occultists / Satanists. :)

I can imagine a chrisian DnD. You create the perfect cleric party member, roll the stats for half an hour and read all feats descriptions, only to find out that there's only one god in the 'choose deity' list. :sad:
 

Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
I always thought that sector was mostly safe from those fairytale fellowships.
christians congregating is rather out there
But Dungeons & Dragons inspired fantasy games? Clearly those are recruitment tools for occultists / Satanists. :)

I can imagine a chrisian DnD. You create the perfect cleric party member, roll the stats for half an hour and read all feats descriptions, only to find out that there's only one god in the 'choose deity' list. :sad:
plus you die in-game halfway through
 

Moink

Cipher
Joined
Feb 28, 2015
Messages
670
I know making fun of Christians is the fun and edgy thing to do (or at least was 10 years ago) but last time I checked Arneson and Gygax were both Christian (the latter being a JW), so wouldn't D&D already technically be Christian D&D?
 

daveyd

Savant
Joined
Jun 10, 2013
Messages
287
I know making fun of Christians is the fun and edgy thing to do (or at least was 10 years ago) but last time I checked Arneson and Gygax were both Christian (the latter being a JW), so wouldn't D&D already technically be Christian D&D?

I don't think anyone here is necessarily making fun of all Christians (at least I'm not in this case), but rather the fundamentalist ones with a persecution complex who see Anti-Christian or occult / Satanic messages everywhere. Such as the lady who started a group called "Bothered About Dungeons & Dragons (BADD)" in the 80's. How would such a ridiculous over-reaction merit anything other than ridicule?

These days the religious nuts have pretty much focus their outrage on violent / "pornographic" video games and the type of CRPGs we tend to like are too obscure to garner much attention from them. Although there is that one guy who posts on the Watch (and possibly here as well) who is always going on about how Age of Decadence is Satanic and seems to find Anti-Christian themes in any RPG he doesn't like.

I mean if people want to have a "Christian Game Developer Conference" that's fine, though it seems kind of silly / unnecessary to me. Doesn't look like Archmage Rises is explicitly Christian in theme or content so if all it is a gathering for game developers who happen to be Christian, what's the point? (Doesn't something like 70% of the US self-identify as Christian?) Odds are most game developers are "Christian game developers" then.
 
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Iznaliu

Arbiter
Joined
Apr 28, 2016
Messages
3,686
Odds are most game developers are "Christian game developers" then.

I would be inclined to believe that game developers aren't a representative subset of the US population, and probably skew towards being more educated and more urban (both of which IIRC negatively correlate with religiosity). Additionally, even if some are Christian, some might keep that a private matter and not feel the need to be involved in "Christian game development".
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,440
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


http://www.archmagerises.com/news/2018/7/28/update-75-crime-punishment

Last week I was at CGDC and demoed Archmage Rises (twice) to enthusiastic crowds. Today I show that demo of how the various systems can be used to create Crime & Punishment experiences.

But wait, that's not all! In this special double feature episode starring Timo, I also show the latest work on the monsters: how they recruit and patrol their territory.

Then witness in amazement as the whole demo comes crashing down due to an infinite loop bug. Thomas really should do a better job testing demos before doing them, but he won't.

You get what you pay for on these youtube updates!

Here is the revised Build 11 Task List.

Progress since last update:
  1. Added combat option to all NPC interaction - you can now kill whomever you please but there are consequences

  2. Fixed issues involved in returning from combat to town

  3. Put in guard encounter at gate or when failing sneaking

  4. Added specific guards to watch town gate

  5. Put in guard bribing or imprisonment

  6. Fixed a major timing problem with cards. The results code was being executed before the player actually saw the check result

  7. Fixed many map closing issues, just closing the map was causing the player to move around

  8. Restricted movement in walled towns

  9. Added dynamic showing of town walls in townview and town tooltip

  10. Put in sneaking OUT of town

  11. Added night bonus for climbing walls

  12. Fixed characters on map not to show unless they are actually outdoors. Once displayed they would never turn off, now they do when they enter a town or building

  13. Got monster patrols to recruit, then emerge from lairs, show on the map, and return

  14. Fixed pathing bug where it auto dropped the first location in travel path but i actually only want that to happen if they are the same hex as current location.

  15. Monster patrols pick random locations within range and then cause enter/leave events in the hexes
 
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Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,440
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


http://www.archmagerises.com/news/2018/8/11/update-76-monster-patrols

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.

As usual the tasks are taking longer than expected because there are so many systems to consider. A seemingly simple thing like the player and monster entering the same hex has a number of factors to consider: Race of the monster, terrain, time of day, automatic player skill checks that happen in the background. It all, hopefully, results in pen & paper style decisions that plays quickly.

Progress since last update:
  1. Fixed fonts issue on map, town names and travel times disappeared due to outdated text control
  2. Added smarter location loading using caching, so if the player goes to a new hex it doesn't match the cached one and is displayed. This solved bugs and improves performance
  3. Greatly improved Encounters: graphics, fonts, alignment, added room for 6 player options
  4. Patrols impact NPCs correctly now
  5. Monster patrols now interrupt player movement. This was difficult as the player movement is on a separate thread coroutine that has to be interrupted
  6. Fixed combat callbacks being executed before combat even began, that really messed things up turns out it never worked these last 4 years...
  7. Added patrol recruitment algorithm that slowly increases the size of each patrol and number of patrols evenly
  8. Added ability to run away from monsters encounters. If successful free to move elsewhere. If fail, monsters gain surprise against player
  9. Added ability to hide/sneak around monster encounters. If successful free to move elsewhere or enter combat with enemies surprised. If fail, monsters gain surprise against player
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,440
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


http://www.archmagerises.com/news/2018/8/24/update-77-finding-monster-lairs

Thanks to some help from Syncarius and willsama974 on the steam forums, today Nic and I show the multiple ways a player can discover a monster lair: survival & deduction, stealth, combat & intimidation, and pure brute force searching.

Monsters live, reproduce, and launch out into the world to cause trouble from their lair. Finding and clearing a lair is how you stop them.

Build 11 is getting real close! I hope you can see how the systems are adding up to something worth playing!

Progress since last update:
  1. Monster Patrols were clearing all tasks when seeing the player to follow, but actually needed to interrupt their plans and then return to them when player leaves
  2. Fixed skillcheck where 1 wasn't causing auto-fail
  3. Added description of what character is doing upon attack
  4. NPCs continue what they are doing if they only SEE a goblin patrol and run away
  5. Fixed monster patrols not starting inside a lair
  6. can't have an encounter with mosters in a town hex
  7. Got dungeons to be findable again
  8. added patrols to locations inside the dungeon
  9. made dungeon light warning once per dungeon not every freakin room
  10. fixed light spell being half duration of that advertised in tooltip
  11. fixed eventlog right 33% being cut off by spell/inventory bar. For some bizzare reason it wasn't sized to the actual displayable screen area
  12. Fixed dungeon entrance errors
  13. fixed having attacks at entrance
  14. Got lair to track who is inside and who is out for planning attack cards
  15. added coordinates to dungeon map
  16. added completion of dungeon
  17. Fixed icon reappearing for destroyed lairs
  18. Separated dungeons from lairs. Once a lair is destroyed, the dungeon remains a ruin on the map and can be revisited
  19. Fixed Inventory tabs not closing correctly
  20. Added dungeon locations being able to have items on the ground
  21. Added purse item in dungeon locations which contains coins that are converted to money as soon as picked up
  22. added loot rewards from killing chieftan
  23. added chieftan body as trophy
  24. added ruins icon showing on map
  25. Added tracks dropping for monsters, and searching them to find the lair
  26. Added capturing of prisoners immediatly prompts interrogation encounter
  27. Added interrogating of prisoners
  28. Combat: Added pressing spacebar to pass your turn
  29. changed weapon AP to 4 so it is hard to swing your weapon and cast
 

vonAchdorf

Arcane
Joined
Sep 20, 2014
Messages
13,465
Why does Alienware sponsor a developer, whose game doesn't need the power of a typical Alienware system?
 

Sratopotator

Savant
Joined
Sep 21, 2016
Messages
149
Why does Alienware sponsor a developer, whose game doesn't need the power of a typical Alienware system?
Yeah, this got me laughing a while ago:
Aist4b.jpg

AisTjr.jpg

Ais1P7.jpg

 

laclongquan

Arcane
Joined
Jan 10, 2007
Messages
1,870,150
Location
Searching for my kidnapped sister


I dont know who did the UI for the game but they really need to consider a redesign.

or at least, retouch the thing.

Example, the image in the avatar of media. The three choice should have something different. And their placement should be to the centre, not align left in a corner like that. Also increase the font size.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,440
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
lol:



http://www.archmagerises.com/news/2018/10/6/update-80-small-progress

I said I would do updates every other week, so with nothing much to say or show here is the shortest one of all.

I wondered if I should even bother making an update video, but it came down to fulfilling a commitment. I said I’d do it every other week, so here it is.

My family is still a significant distraction: my wife went away for 5 days for school & work and I was on little kid duty. In the time I could get, working on the massive procedural quests was defeating me.

It’s sort of like last week when I signed up to the online cycling trainer/video game Zwift. The map was Innsbruck and I didn’t know which route to take so i just selected the shortest one: 13km. Well I didn’t realize it was all uphill. Living on a hilly island, I can do my fair share of hills, so I wasn’t daunted.

Yet after 60 mins of nothing but going uphill at about 8km/hr, and only half way to my 13k goal I gave up. It just wasn’t enjoyable. It was time to do some flat parts.

So that is what I did with the small time I had: easy small stuff. Fixed up some UI and tooltip issues that have to be done anyway.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,687
Location
Perched on a tree
Seems promising.

I hope they're not going to fall for the dating fad though, Sid Meyer's Prates dating level is alright but a RPG dating sim would miss its audience.
 

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