To pay or not to pay….

After uploading an update to the Android store at 1am last night, and then waking at 7am to see a tweet showing the location of the cracked version of said upload. It made me think about the issue of piracy.

Now I don’t think that £2.99 is too much to ask for an app, but some do. I’ve seen many comments since the release of the iOS version stating the the price was steep. I understand that nowadays some people might find it a high price to punt on a game, despite the large number of high rating reviews for the game. And I do need to find a way to allow people to experience the game for the first time. Now I don’t like the idea of Ad backed games, it’s not really a direction I want to follow. I also don’t want to reduce the price of the game. I think £2.99 is more than fair and reasonable, despite the prices of Apps in general.

I was thinking about doing a price promotion in Feb, around Mike’s birthday. But I was also thinking about releasing a Lite version. However, part of me is thinking about releasing a Free version.

The idea being, Free version and Paid version. Free version just has a nag screen pointing at the Paid version, and the free version will not get updates and new features. I’m kind of thinking almost like an honesty box version. You like it you buy it. But if you don’t buy it you miss out on any new features I add in the future. I’m sure others have tried this to varying success. But if anyone can cite some examples, that would be great.

I did wonder a little about should I remove a few items from the original free version, like. Remove a couple of the ways of destroying the ice-crown, or remove the quest entirely. Remove the grouping functionality. Remove the last undo. Remove the multiple stories. Should I remove more from a Lite version? Restrict the number of game days you can play it?

Anyway, thoughts…

Getting up and running…

It seems a little strange, that after all this time, something might just finally become of this project! 🙂

The first stage was to get the Midnight Engine up and running under iOS. Well I tried that about 3 years ago without any major success. However, it’s a little more important now. So I downloaded the Airplay SDK which Mike and I had decided to evaluate, and started porting the engine.

It was a pain! Differences in compilers, changes in the language, blah blah blah… it took a couple of days of monotonous work before I had a project that loaded the TME data in. While I was working on that, Mike was playing around with some graphic ideas that we had talked about implementing – mainly to do with lighting.

Continue reading

Lords of Midnight – iOS

When the iPhone SDK first came out, I signed up as a developer, downloaded the SDK and started playing around. One of the first projects I started was to port TME to the iPhone. I played around for a while, started converting from c++ to objective-c, and then decided that as it would never be an official project then I should use my time more wisely and work on something else – which I never really did.

I briefly discussed the concept of an IOS port for Lords of Midnight with Mike Singleton, but we never really got anywhere.

I actually felt passionately that Lords of Midnight could be developed on modern technology and reach out to a whole new market. The new demand in casual games on portable devices, means that now is its time. And the platform that Apple have developed has allowed games that are about their gameplay to get out to a large non gamer centric audience. I believe that a lot of people would love to get lost within the world of midnight. The gameplay is simple but effective, and as engrossing as the game is, it’s a good pickup and putdown game. Perfect for the portable game player.

When Mike contacted me four weeks ago to discuss the concept of bringing Lords of Midnight to iOS, it pretty obvious that I was excited, but I was also suddenly very nervous. It was now time to put up or shut up. It’s time to actually do it.

Lords of Midnight is a much loved game. It was pretty revolutionary in its time. It’s an amazingly atmospheric experience. And I know a lot of people who would lynch me if I helped to produce another Citadel! My number one concern for this project is – to not f*** it up! My number one item at the top of the design document is – to not f*** it up!

So with that in mind, what are we going to do?

Continue reading