Lords of Midnight – 1 Year Update

Ok, so I never thought I’d be writing this post. To be honest, I thought I’d be done by now.

It’s 12 months since I first had a discussion about releasing Lords of Midnight for the iPhone and iPad with Mike Singleton. At lot has happened in that year, but unfortunately not a lot on the project.

The delay in what should be a simple project, comes purely down to lack of time. I lost a lot of steam over last year for a number of reasons. There were both technical and personal reasons from my side and Mike had his own health issues that needed dealing with. Between the two of us, the project just fell by the wayside. However, we’ve discussed this at length since the turn of the year, and the next few months should hopefully see a big turn around.

Let me first bring you up to date on what has happened.

The full TME engine was ported to the Airplay ( now Marmalade ) SDK. This allows for the engine to run and target many mobile platforms. Various different libraries were developed to allow much of the UI to happen. And most of the screens that LOM requires have been produced.

The game is fully playable. And I had indeed played much of it on my iPad.

The process now is tying up all the little things required while playing the game, adding a few new features, and then the presentation. The later being no a small issue.

So hopefully, what that means is, there is no reason why the game shouldn’t happen. Everything is in place. It’s just a matter of joining all the dots.

One of the things that I played around a lot with toward the end of last year, was the panoramic view, and scrolling it around with your fingers. Trying to get the process looking and working nice was a challenge. But I think I have a good, if not perfect implementation.

Over the last few nights I’ve been working on the in game map. That should be finished in a functional way by the end of this week. The map auto maps. It works by considering all the locations in your view and then deciding how much you know about that location. So for example, that tower in the distance that you can see, will be added to the map, although you won’t know the name until you are one location away, but that lake sat in the middle of the forest, won’t be. Enemies that you have seen are also placed on the map, for a while. For example, if any one of your lords sees an army in the distance, the army is placed on the map. But they only remain there while one of your lords can see them. After a number of days passing without your lords seeing the army, they are removed from the map.

Currently you can scroll around the map. But I need to put all the niceties that will make the map fully functional.

More soon…

5 thoughts on “Lords of Midnight – 1 Year Update

  1. Very good news indeed.

    Are you considering (at least for EOTM) to add a more strategic elements to battles themselves or will it be number versus number algorithmic based as in the original games?

    • We will revisit the strategy elements in EOTM, but we will be leaving relatively well alone for LOM. Other than making some small changes to the AI for wandering doomdark armies, to stop them just throwing themselves at the walls of a well guarded citadel.

  2. I’m really looking forward to having this on my iPad2… really, really looking forward to it.

    I’m also hoping an android version will follow!

    😛

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