I had a great day today. Work has been slow on iLom – basically because April had too many bank holidays, and with one thing or another, all these long weekends have messed my month up. I should be getting back to work in earnest in the next few days.
However, Mike and I recently found ourselves talking about that project that one does not speak about… Eye of the Moon. For those of you reading this because you are interested in all things Midnight, then you know exactly what I am talking about. For those of you who have no interest at all in Midnight, lets just say that EotM is the legendary missing sequel to all the other Midnight games.
Mike explained that he’d been thinking about EotM a lot lately. I guess it’s only natural as we stir up things with iLOM and go over old ground discussing other things Midnight. He said that he’d go a few things in his head for the story. Then today he surprised me with a design document for the game, complete with story overview.
It’s a ten page document, and very detailed. I like it – I like it a lot. It now changes the focus of the development of LOM. I think we are going to push out LOM and then jump straight to EotM, with DDR and CITADEL following as additions to the canon.
I’ll be working with Mike on the concept and fleshing the details out as we develop LOM. But I can already tell from the amount of info that Mike has generated in the last few days since we started talking EotM, that he is mentally very committed to this.
I can’t share much right now, however to snippets that give nothing away, that are of interested…
Those of you who remember EotM law; EotM was going to take place in the Bloodmarch and have 12 regions. Bloodmarch and these regions were eventually used in Citadel. That base concept remains, but those lands are now west of Midnight…. one of those is currently called “VARANGOR” another is “ISHERIL”
Mike Singleton wrote:
The map. I have deliberately broken up the overall map into Midnight-sized chunks. As much as anything this is to serve as a reminder to myself that each chunk should be as detailed and varied and hand-crafted as the original Midnight map itself. If this is not done, bigger quickly becomes worse and monotonous rather than better.
Mike Singleton wrote:
The idea is to make this last game of the series a truly grand finale, with new landscape and gameplay features, new enemies and new friends, but also the potential of Midnight being assaulted by all its old enemies too. And at the same time the land of Midnight itself returns firmly to the gameplay, which is fitting for the end of the saga, not to mention satisfying for old fans.