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.

The way was obscure but he moved onwards…

The ersh has finally settled on the whole Marmalade Licence Issue. My licence no longer works so I cannot build LoM or DDR anymore, and the new company who I know nothing about, nor what their long term intentions are, require $600 for a one year bridging licence.

I just about managed to get the new 64bit build out for iOS and Android, but never managed to update Windows, Mac, Windows Phone, and Amazon. I’m a little disappointed by this, but I think I can live with it.

However, the iOS version of Doomdark’s Revenge seems to have a little bug on iPhone7 where it doesn’t always show the splash screen and the main menu backdrop. The rest of the game works fine. This can be fixed by running your phone in Zoom mode. I wish I’d managed to get the fix out for this in time. What this actually means, is that this fix would cost me $600.

I’ve though long and hard about this, and I’ve decided to let it go. GMO Internet group Japan, who now own the Marmalade Tech, have said that they will be changing the technology in 12 months. Currently their bridging licence is a no support, no update licence. So come a new iOS or Xcode, both which will happen in September, then there is no guaranty that it would continue to build after that. Then there is the little issue of the compatibility of their new tech, should they make it available, and the new cost.

I don’t honestly think the DDR bug will affect that many people, after all, there are not that many people playing it. Should the problem become a real issue, then then, and only then, might I consider buying the licence to allow me to fix, compile, and release.

Until then, I need a new plan.

And here it is…

My next game was going to be Timbles – my children education title that has been kicking along for way too long. This is also written under the same system and thus I can no longer work on it. I cannot currently bring myself to port it to another system, therefore it will be shelved until some future time.

My intention was to move my system to Cocos2d-x and I have started working on that. But, I have decided that rather than spend time in the past again, porting to another system, I am going to start a new game that will allow me to familiarise myself with Cocos2d-x and build up the system I need, and then after that I will take Timbles, The Lords of Midnight, and Doomdark’s Revenge across to it. If I can get another game out, then follow it with Timbles, I am strongly leaning to spending time on The Citadel.

It’s worth point out that I have over the years ported The Lords of Midnight from a Z80 code base that I hand disassembled and crafted to 80×86. I wrote a Visual Basic version, and C version. Developed the Midnight Engine in c++ for Windows, then took this across to the Marmalade system as the base of the current releases. Timbles was developed under Visual Basic 10 years ago. Then moved to DirectX. Then rewritten in c# for Silverlight to run in a browser, before finally being coded in c++ under the Marmalade system.

I think you can see why I am a tad reluctant to revisit these code bases right now. 🙂

In the mean time I will update the GitHub repositories to include the full final source.