My friend, we must part now but I will be with you…

A couple of things kicked in at the end of last year that made me take the following course of action… The Lords of Midnight and Doomdark’s Revenge are no longer available to purchase. What this means is that the mobile versions are no longer available and the Desktop versions are available for free but unsupported.

The main driver for this is my inability to support the games. I have spoken at length about the issues caused when Marmalade pulled out of the SDK market, and my ongoing battle with bringing the games to a new platform. iOS was the first to cause me problems. LoM hasn’t worked correctly since iPhone8, however Apple don’t allow you to set which devices your games work on, so I had to add a piece of text to store description to say that it didn’t work. Up until late 2019 I would get the odd support email from people who had bought it or upgraded their phone and the game didn’t work. To the new purchasers I could easily point them at a refund, and the upgraders all I could do was offer my apologies. However iPhone8 is two years old and pretty much the base phone – which means that more and more people are upgrading and new purchases are most likely to be an incompatible phone. This situation became too much and so late last year I removed the iOS versions from sale.

Google are making more and more demands of the apps on their store. I have had to make a number of listing changes but as of yet not had any requirement to change the actual game, but it’s only a matter of time.

GoG had to remove the Mac versions from their store last year because of the 64bit support requirement of Catalina. At the same time I removed the Mac Desktop versions from the Apple App store.

My work on the replacement version has been very sporadic. I made great strides early last year while I was working away from home in Bristol, and even uploaded test versions for preview, however since taking a contract closer to home, I have had no time to do any work. I made a decision back in July that had I not released the replacement version by the Solstice, then I would stop all work on it. The reality is, that outside of my day to day work, I just don’t spend time developing any more. And the fact that the game sits their uncompleted essentially stops me from doing anything else.

The second driver is that I am making some changes to my working situation. There is no need for details here other than to say that I will be making my company ‘Chilli Hugger Software’ officially dormant for the next six to twelve months. The main issue from this is that I cannot have any income coming in to the company bank account, otherwise it’s not dormant. Therefore the games would at least need to be free.

With the combination of the two things it was just easier to remove the games from sale completely, which I did across the board late last year. Once all the games were removed from sale, I intended to put the latest versions of the Desktop games on the site for unsupported download. However when removing the games from sale through GoG.com, they requested that they be able to keep the game on their service as an unsupported free download – I didn’t have any issue with this as their site listing is really nice!

I hope that this is not an end game rather just an acceptance on my behalf that it was time for the game and me to take a break. I started working on Lords of Midnight DOS in 90/91 and I released the Windows version in ’99 the remake has been available since 2012. I am hopeful that I will come back to Midnight development in the foreseeable future – I just don’t know how or when. I thought it important to make it clear that for the foreseeable future, there isn’t going to be a updated version of the game.

The code remains on GitHub should anyone wish to get involved. The current version works on Windows and OSX desktop, but only in a window. Technically it works on iOS and Android, but the resolution support isn’t there. As always I would be happy to work in conjunction with others, as sometimes, just being a team can make the difference – and I still want to see The Citadel produced.

I must take this opportunity to thank everyone who has supported me and the game over the years. It really is appreciated.

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.

Amazon Underground

amazon-underground-app1A month or two back, Amazon approached me about putting The Lords of Midnight and Doomdark’s Revenge on their new service. It had just a project name then, and I had to sign a whole host of documents before I was even told watch the service was, and then another whole host of documents when I agreed.

Before deciding that I would, I thought long and hard. Essentially, I never wanted the Midnight games to be advert driven, and I couldn’t see a compelling way to have “in app purchases” that would generate the kind of sales required to support the game, without an amount of work that would be loss leading.

By having the Midnight games as a full purchase game, it has probably stopped it from being installed as many times as it might have been when free, indeed I have seen the spikes when the game has been reduced in price for promotion. But even those extra sales have not amounted to much in the way of cash as the price reduction has obviously hurt.

That said, the games have sold around 30k units which I couldn’t be happier at. That just hasn’t resulted in a great deal of money, in the scheme of things. Rough fag packet calculation, if you take the average price at £2.50, taking into account price reductions, different platforms, and multi-currency, you get a turnover of £75k less Commission 30%, and VAT at 20%, it’s just £37.5k – and divided between Jure and Mike’s family, pretty much a three-way split, I’m looking at £12.5k over 2.5 years. Without doing an accurate calculation, I can say that number feels about right, and it’s still a long way from covering my time costs if I apply a day rate to it.

Android sales of the games are well under a 3rd of Apple, but they appear to have a 10:1 piracy ratio when taking into account rough internal data calculations.

So, as we hit the tail end of sales, I wondered if the Amazon pay-for-play where they pick up the tab, might be an interesting approach for some additional Android sales. The gamble was, will people who won’t buy it on Android, possibly pick it up and play it for a while, enough to generate a small trickle of income, that might be greater than the normal Android sales. This could all possibly be maximised by being an official launch app for the service.

Android still accounts for about £50 a month in sales, this last week has seen and additional £3k units downloaded through Amazon Underground, accounting for less than a £1 worth of pay-for-play. Amazon pay a fraction of a penny per minute played. So not a great start, but I’ll have to see how it goes.

I know the t&c’s for the Amazon offering are a little harsh, and the privacy settings quite extraordinary, but still understandable considering what they need to achieve, however I figure that the target audience who don’t want to pay for the games in the first place, probably don’t care. And those who do, have either already bought the game, or still have the option to through Google Play, or Amazon Store proper.

I just need to keep an eye on whether the Amazon Underground sales hurt the Android sales, better them, or just become another small income stream.