Above, the towering clouds simply melted away and the bright stars gleamed in the sky once more.

After having a conversation with Drew a couple of weeks back about the future of the novels, I came to a stark realisation that I was now unable to build the special version of Doomdark’s Revenge that he would need to allow him to freely wander the Icemark as part of his research. This was something that I did for him with The Lords of Midnight and it helped greatly.

However, the problems that I have had with the building of the games because of the loss of the Marmalade SDK are still plaguing me. I was slowly coming to the acceptance that I would soon be removing the games from the Apple app store as each new release of iOS and new devices makes the game unobtainable. This will likely follow through to Android and Windows.

All this has been compounded that my general motivation has been through the floor for a number of years now.

The upshot of this post is that this week I had a self imposed break from work and I’ve been working on the game and have made great progress already. The main menu and surrounding screens are all working. The main view is mostly done bar a few niceties and features that I don’t yet need to give Drew the functionality he needs. Today I’m working on the Think screen, but the main missing screens are the Select and Map screen.

There were many tales to be told

Drew has posted a blog about him and his future novels, but the TLDR; from a Midnight point of view is that we have agreed on more Midnight novels… If all goes to plan then he should be starting on Doomdark’s Revenge in the first half of 2019.

Doomdark’s Revenge will be an interesting story as it should be less confined than working on Lords of Midnight. At heart it has a female protagonist on a quest with a female antagonist, but after that, what is it really about…? At this stage we already have a few ideas that link all the stories together, we had to discuss them right at the start of this process, but for the actual main narrative, I for one look forward to finding out…

One side effect of this is that I now absolutely need to get the games up and running again. I’ve been finding it really hard to find the motivation to revisit them, but Drew needs a version of Revenge that he can walk around unhindered, and hopefully this can be the push I need to jolt me back into it.

We cannot spare more than a few for such a perilous task

After the problems earlier in the year with Marmalade getting out of the SDK market, I started working on porting Lords of Midnight to Cocos2d. I initially decided to park the games and start on something new to get me going. As it happens that the new thing was The Citadel. I managed to get TME – the Midnight Engine – which is the backend game code that runs both LoM and DDR, up and running. I then worked on the Landscaping technique.
Happy with that working, I dragged the Map data out of The Citadel and started rendering that. The real big issue I needed to address for the Citadel is water, so I started working on that.

I spoke with Jure and he mocked up some potential imagery, so we could get and idea of what it might look like.

I then had a lot of problems with Cocos2D getting it to build under windows, and to be honest, I got a bit disheartened and gave up for a few months. It’s frustrating when the OSX Build all works without any issues, but the code just wouldn’t build on Windows.

Since I’m working closer to home at the moment, I started to get that coding itchy feeling, and so I returned to the game. After a bit of restructuring I managed to get the code compiling on Windows – however, it completely wouldn’t build on OSX anymore. Xcode would completely barf and kill my machine taking up over 52gb of memory!

I spent three evenings trying to get it to work. The upshot of all that pain, is that I seem to be back into my groove…

I spent a bit of time thinking about the whole process, and I’m not sure if it’s because my Facebook feed keeps reminding me of what I was doing five years ago… desperately trying to complete LoM to get it submitted to Apple before the Winter Solstice as it happens, but it feels right to get these games back up and running an ready for any future release.

At the moment I am slowing making my way through every UI screen and rebuilding it under Cocos2d. It’s painful because as powerful as Cocos2d is, the documentation is a complete bag of horse turd. I’m really stumbling around trying to translate the UI Engine I had already built into a new one.

Once I have all the periphery screens complete, I will make my way into the game screens.

I’m not abandoning The Citadel, I’m just taking some time out to get the whole engine fresh again. I’d like to get LoM and DDR released under the new system early next year.

As an aside, the complete progress can be found in the GitHub repository. All the code and assets are there.