Lords of Midnight – iOS

Thought I’d post an update for LOM. I realise that it’s been over 2 months since I last had anything to say on the subject.

Firstly, it’s been a busy few months for both Mike and myself. Mine work related and Mike’s more personal. That combined with a little bit of sidetracking on Eye of the Moon.

Two of the issues with this project is time and getting it right. Neither of us are working on project full time and it’s very easy to lose a week before you know it, just because you were overly tired or didn’t feel like sitting in front of a computer. I’m sure that winter is the best time to do development and not in the summer.

The getting it right aspect is about thinking about the project more than actually doing it. Over the last 2 months I’ve been going round in circles about the graphics of the game. I’ve been thinking about a number of different approaches that we have considered for the look and feel, and the way the user interface will work.

The original LOM had a very distinctive look and feel. Simple, but very affective. Somehow with the very powerful modern technology, we have to achieve the same result. I sat down recently and gave some thoughts to the way LOM was going to look, and was not happy. I’ve had firm ideas about the direction of the graphics for a long time. Mike brought new ideas to the party when we start discussing the new game. And in general we had a consensus about the way forward. But then I started to doubt… I kept thinking about Jaws. Jaws works because the brilliant robotic sharks that Spielberg was going to show off all over the place, didn’t work. In the end he had to work around them, utilising them sparingly. The end result, much more suspense to the film.

For LOM, the shark was the graphics. Mike wrung an awful lot from the spectrum, but in the end, the setting of the story was defined by the minimalist graphics – a world full of white snow! So, as you start to up the quality of the graphics you are moving further into working shark territory. LOM was stylistic and I feel it has to remain so. Simple and stylistic.

I discussed this with a few people and then went back to Mike in order to tell him that I thought we were the wrong people to be thinking about the graphics. And that if we continued down the path we were following, I felt we were going to make a mistake. Mike agreed.

So, last week I had a meeting with an artist. Fergus McNeil ( some of you may remember his 8 bit days with Delta4 ) and asked him to take over artistic control of the project. I’ll keep you posted with anything I can on the visuals.

In the mean time. Tonight I am back at the computer – coding!

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.

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Lords of Midnight 2011 – Platforms

I thought that I would address a question that I have been asked a lot since announcing this project:

Why is it for iPhone only?

Firstly, it isn’t.
It is true that we are using the iPhone and iPad as the lead platform. There are many reasons for this that are not actually relevant to anyone other than us. It is the process that gets us to a final release. But, we don’t intend to stop there.

When I first introduced the concept to Mike, I really was only thinking of iPhone. It was after all pre iPad.

However when we started this a few weeks ago, Mike introduced me to a product called Airplay SDK.

One benefit of this SDK is that we can continue to code in C++ rather than Objective-C. The main reason this is a great benefit even though I wanted to develop a larger project in Objective-C and that I have moved on from C++, is that The Midnight Engine was written in C++ and making that work under the SDK was going to be a whole lot easier and quicker than recoding. That brings me to the second benefit. Because the Midnight Engine has been live, in particular for Lords of Midnight, then we start we a good base – most of the previous logic has been coded.

The fall out of looking at Airplay was that it is multi-platform. It allows for targeting the following platforms.

iOS, Android, Samsung Bada, Symbian, Windows Mobile, BREW, Palm/HP webOS, and Maemo. It also supports, through its partner product Airplay Arcade, the Sony PSP.

A further benefit is that you can also target Windows Desktop and OSX Desktop.

So you can see, it’s an attractive option.

So, our focus is on iOS. But the intention is to exploit as many of the other platforms available to us that we can.