Update

dragonI thought I’d post an update of where things are at, at the moment.

I’ve been having a bad run of “can’t be arsed”, this is not just on the Midnight front, but with a number of things. It happens now and then. I think part of this is due to the fact that from October I worked tirelessly on Lords of Midnight right up to release, and then followed the release with two months of updates. In the end, I think it burnt me out a little. That combined with the day job and that I work for some of my clients in the evening as well. The problem is that I have now lost a little bit of momentum and I just need to get that back…

The desktop version is almost ready. I hoped to put it into test a few weeks ago, but didn’t because I was waiting to add one more feature, which is the MAP scaling and movement gadget. I did the temporary graphics, but haven’t implemented it yet. Once that is in I will make a request of Jure for the final graphics and then upload for test and open the forum for testers.

I intend to formally request Jure start work on Doomdark’s Revenge at the start of May, so that is my new goal; I’m going to aim to have the desktop version in test and DR started by the 1st May. And then aim for DR to be ready for at least the Mac App Store  by the end of May.

 

The Marshal of Ithrorn is sorely pressed

dragon_redThought I’d better post quick update about what I have been doing for the last month, or more to the point, what I have not been doing. I’m not quite sure where all the time has gone, but it has gone nonetheless.
On off I’ve been trying to get over a particular hurdle on the desktop version, and it’s just about swapping resolutions. I don’t want to just allow the player to swap through all the possible resolutions that their monitor can handle, so I have implemented a system of, Fullscreen, and then Small/Medium/Large window version. The main issue is changing the internals of the system after the initial selection. It’s not a big, nor complicated job, it’s just one of those meh pieces that I seem to be unable to keep myself interested in for more than a few moments. It kind of feels a little like the Android version. That became a toil because I wasn’t really that interested in it at first, that is, all the work required to support multiple resolutions. So the work just dragged.
I think this is also on the back of two solid months of coding on the project. It feels like I’m having a little post release wobble. Hopefully I can get my coding mojo back soon so that I can get the desktop version out of the way….

Retro Gamer Sizzler

Retro GamerI’ve had a lot of good reviews for The Lords of Midnight so far. The support from the on-line press has been staggeringly good. But I felt very different when I was handed a copy of this months Retro Gamer. It includes a two page spread review, and the game is awarded 90%, A Retro Gamer Sizzler.
I think that part of it was that it’s the first printed review that I’m aware of. But I think the main thing is that it feels old school, a printed review with a Crash Smash style award. It feels right. Holding the magazine in my hands made me feel really good. It feels properly retro!

“The new touches are practical, the refreshed graphics look great on a retina screen, while the gameplay remains as engrossing as ever – a timeless classic wonderfully remastered for iOS and must have for adventure fans” – 90%, Retro Gamer Sizzler – Retro Gamer.

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