Midnight Status Update

This week has seen The Lords of Midnight finally get the 1.12 update across all the stores. That means that OSX and Blackberry players can now enjoy the features that other users have had for nearly 4 months. Sorry about that, the OSX issue came about because I could no longer submit to the App Store, and it has taken this long for Marmalade to fix the issue, and Blackberry was just an oversight – never noticed that I had not updated it.

Doomdark’s Revenge has now hit version 1.2 across all stores. This resolves a number of early issues and brings the remake more inline with the original. There is still some work to do on that, and version 1.3 should be pushed out later this week which will hopefully close off the remaining problematic areas. You can see a full list of upcoming changes here.

I’ll be honest, it has taken me by surprise at the number of issues that crept through the testing process. Looking at it with hindsight, not enough testing occurred that compared it to the original. I have spent a large amount of the last two weeks pouring over the original code looking for subtle things that I had previously missed, in order to try and explain the variances. For example, Shareth’s stronghold is Imiriel, but for the routing AI it get overridden as Glireon. Morkin is actually and AI lord which means he moves. And, Characters will not attempt to recruit another character while at a stronghold.

The OSX version of Midnight and Revenge both have a problem with Mac Book Pro Retina screens. I shall be looking into that. As a work around, place you laptop in one of the smaller virtual resolutions, start the app and then change it to Large Window mode in the options. The change you desktop resolution back.

The Forest Keeper

When Mike and I were talking about The Lords of Midnight remake, one of the things we were going to do, was start the game earlier.

The Novella starts with Luxor and Morkin at the Forest Keeper’s hut. They are on their way to The Tower of the Moon in order to be part of the Council of the Wise.

The Novella is effectively all exposition. It’s about giving you the player, the information you need to know, in order to continue on and immerse yourself with the game.

This came to mind the other day because I was asked about remaking The Lords of Midnight, again. It is something I would love to do. I’m just not fully sure anymore what it would mean. However, there was one thing that I remembered that we did want to do, and that was change the Novella into a Animated Graphic Novel, and split it up with the initial game play which would then start from the Forest Keeper’s hut.

The game would place in you a restricted map, inside of the Forest of the Moon, and you need to find your way to the Tower. This would allow for the Narrative to be blended with the tutorial, and thus, by the time the game starts proper, at the start of the Solstice, you would have all the information you needed without having to read any manuals.

Once you start to increase the production values, then maybe there is something that could be for a larger audience.

I’ve already had some conversations about the audio. About how to score the game.

And visually, we have an idea of how it would look. Most of you already have an idea from Jure’s art that was non-original style for The Lords of Midnight and Doomdark’s Revenge. But I place a gallery at the end of this post. But if you then take into account this image the Jure sent me the other day when were were discussing how we would make the game look…

A Vision of Midnight

The real issues comes down to the interface and the gameplay. What would we need to change in the actual game. The main thing is to stay in the narrative. Every decision we make must be based on the story, and staying in story. We would probably need to make a few slight changes to the original just to give it some breathing space.
And all that text… it’s problematic but it’s also the charm of the original, you wouldn’t want to get rid of it, but should some of it be lost? I really don’t know the answer to that yet. What if it was all spoken?

Now, if I could just find some money to allow me and Jure to work on it full time… or almost full time…

We ride to tear the Frozen Empire asunder!

doomdark_site_indexAfter hastily announcing that I will be releasing Doomdark’s Revenge on the 7th I can now confirm that the actual release date will be the Monday 17th Feb.

The main reason for this change is purely logistics. I have to get the website ready to go, PR and Press Packs, Screenshots, Video, submit all versions, and create the store for direct selling.

However, the other reason that I hadn’t taken into account until thinking about submission congestion, is that, during the week of the 17th, it would have been Mike Singleton’s 63rd birthday. So it feels appropriate.

The iOS version is ready to go, and I intend to submit to Apple tonight. Apple usually take 7 days to approve a new submission. If there are any problems, then I would likely miss the 7th. The real area of concern is that from Feb 1st, Apple are insisting that all submissions are done using XCode5 and target iOS7 as the build SDK. In theory this shouldn’t be a problem, however in order to guaranty this, I need to build with the latest version of the Marmalade SDK 7.1.1 and as this version is only BETA at the moment I have slight concerns. I am currently not able to submit to MAC Appstore because of a Marmalade issue, and that affects my confidence in it.

The Android version appears to be ready. The first initial sweep has been done and a few small visual bugs stamped out. The game UI now seems stable across resolutions so I would suspect that supported devices will be the same as with The Lords of Midnight. I don’t foresee any issues moving forward. The turn around time on Google Play is such that I still have plenty of time to fix anything that crops up.

I have done a Blackberry build, and it all seems to be running in the simulator without issue. I need to perform an actual device test but again I don’t foresee any issues. There were some initial problems with the Q10 720×720 resolution but they have been ironed out. BTW: this version will allow the Q10 to rotate and I will include this fix in The Lords of Midnight ASAP.

Samsung and Amazon builds are just packaging. So again, I don’t foresee any issues.

Windows and OSX builds should be good, as this is how I develop. I expect to hand over a master to Fastspring and GoG.com early next week.

The only issue with the OSX version is that it is unlikely to be available in the MAC Appstore for a while. This is due to the aforementioned issue with the Marmalade SDK and OSX Mavericks. If the issue is not fixed soon, and I have a window of opportunity before the 17th ( preferably by the 10th ), I will install an OSX Mountain Lion machine and attempt to build the app. The OSX version will however be available direct or through GoG.com, where I don’t need to release a signed app.

Once the release is out there, I intend to revisit Windows Phone 8 version of both Doomdark’s Revenge and The Lords of Midnight.