Just an update of how things are progressing at the moment.
The move to Cocos2d-x is now almost complete. I have the full Lords of Midnight running with every screen implemented. Which means it is fully playable, however in order to hurtle through to completion I chose to priorities and simplify certain things.
For example. The select screen allows you to do just that. What is missing is the grouping functionality. Which means you can play the game and select all the recruited characters, you just can’t utilise grouping.
Here is my current TODO: list…
- Landscaping – armies
- panel_look – direction arrows
- Mouse Images
- panel_look – shortcut keys
- panel_look – show following character
- panel_look – compass
- panel_think – select character
- panel_think – Post/Recruit
- panel_look – help pending
- panel_look – Landscape – keyboard control
- Load XML Project Config
- landscaping – mist
- landscaping – grafitti
- panel_select – Grouping
- panel_select – shortcut keys
- panel_select – drag and drop
- DDR panel_gameover
- DDR uicommandwindow – give text
- DDR uicommandwindow – select face with name
- DDR panel_look – Tunnel View
- panel_advert – multiple adverts
I’ve been doing all this work with the MAC build because it’s easier. The next step was to make sure I could get the project working on iPhone, again because that’s the next easiest most logical step for me. I fixed up some cosmetic issues caused by multi-resolution support and added in support for the Safe Area of the iPhoneX range of phones – basically the notch, the curved corners, and the home indicator. This will also help with any potential AppleTV version that might come later. With the safe area I chose to allow the background to fill the full screen, but make sure any UI components are within the safe area.
The next thing is to get Windows32/Windows10 variants building, which for me unfortunately means spending time in a Windows VM. I also enjoy using Visual Studio less and less… but hey, needs must.
Once the windows version is building, at least the win32 version, I will swap back to Doomdark’s Revenge. I will make the changes required to get DDR running in the same way LoM is. The main thing will be tunnels, mist, landscaping and ui differences. The reason for this is so that I can have a version to give to Drew that will help him with the novel research.
After that, I will start pulling on the straggly strands together. I haven’t decided for definite yet, but I am thinking of releasing this version under the monicker “The Midnight Chronicles” and having both LoM and DDR as selectable campaigns, rather than releasing them as two separate apps. This wasn’t really possible when I first released LoM 6 years ago!
The new plans sound good, Chris. Having in effect a ‘Midnight Launcher’ and the games as different scenarios seems like a good way to go, and an easier way of adding more games/scenarios later.