Dawn approached stealthily

This week has been the first time that I have been able to do any work on LoM since the decision to continue with the project. However, that doesn’t mean that nothing has been done. Jure Rogelj has been working his way through all the artwork, and we now pretty much have everything covered for the first release. All the terrain, shields, and characters have been redrawn, along with splash screens and icons etc… just a few finishes touches now hopefully.
This week I have torn through a large number of outstanding issues that were required to get the game ready for release, and it now feels a lot more polished. I am hoping to release iOS, OSX, Windows, and Playbook versions into test by the weekend.
The desktop versions still need more specific work done on them, to adjust from the hand-held to desktop experience, but they are fully playable. I intend to focus more on these changes post initial hand-held release, while I drive to get the app ready for the Mac App Store.
I doubt that I will be able to give too much focus on the Android version before initial release either, but I promise that it will be the first thing I address in the New Year. I will look at ordering a Nexus7 in the next few days, so that I at least have a reference device to work with.
Unfortunately, in order to have any chance of remotely hitting the intended release of Winter Solstice ( Dec 21st/22nd ), there are a number of features that are probably not going to make the first release. Most of these are ui enhancements that make the game a little easier to play and have no bearing on the original game, they will just facilitate a richer playing experience. I will endeavour to add these features quickly post release.

The Ice Fear is utterly cold

I find myself walking through Wallasey at 1am. The wind chill is bitter and burns my face. I would pull my cloak around me more if I could. All that is missing is flakes of snow in the air. I’m not sure if the temperature has dropped or that I’m just so much more northerly than usual. As harsh as it feels, it somehow feels appropriate. It feels like this is the right way to end the day.
I’ve spent the last five hours in the company of Mike Singleton’s friends and family. I’ve had a wonderful time talking to his sons Jules and Tam, and his daughter-in-law Gemma. I been privileged enough to listen to stories told by the old Maelstrom gang, brought together one more time by the memory of a man that really was larger than life.
They one thing that I take away from this gathering, is just how much Mike was loved. Not because he was a founding father of the games industry, a man whom the industry owes so much. A pioneer and a maverick who constantly tried to push the boundaries of technology and game design. A man who has written more inspirational games than anyone I can think of. A man who was unassuming and modest, and really wouldn’t have understood all the fuss.
But because he was an all round nice guy. And man who cared for the people around him. A man who had time to give to kids and adults a like. A man with patience. A man who liked the company of other people.
The thing I can take away from this happy but icy cold October night is – Mike Singleton was not only a game industry legend, but he was an all round bloody nice guy!