The Moon Ring lends us the power to change our plans

For those of you that do not follow my personal blog, I thought I’d update you on a few issues that have been plaguing me… for those of you who have, you can skim down to nearer the bottom…

About six months ago I received an email from Marmalade detailing their intention to withdraw from the SDK market. Marmalade is the system I used to develop The Lords of Midnight and Doomdark’s Revenge in order to facilitate the cross platform nature of it. Using Marmalade gave me the ability to target iOS, OSX, Android, Windows, Windows Phone, Kindle, and Blackberry.

A month or so later, Marmalade confirmed that the SDK had been sold to another company, and that further support may become available from them.

That process has now taken place. I have less than a month of my Marmalade licence left, and they have not turned off the Licence server to I can still build and continue to work. However no future support will come from them. The new company are offering a 12 month bridging licence at $100 more than my previous licence fees, but this also comes with no support. I’m also not convinced that they intend to be around for the long term. The main reason they appeared to by the Marmalade system was for internal development.

A few weeks ago I received an email from Google. Doomdark’s Revenge was now in breach of one of their policies and needed to be resubmitted or removed from the store. A quick recompile and the problem was solved.

A couple of weeks ago I received an email from Apple. The Lords of Midnight was due to be removed from the store in 30 days. This is due to them culling old apps that were not being updated and/or were not 64 bit. If the App is removed people who currently have it will still be able to play it and re-download it, it just won’t be able to go on any new devices or be updated.

In theory, a recompile would solved the problem, and as I had slowly added some new functionality, this should gain me a stay of execution for possibly another 5 years.

Over the last few weeks I’ve ben wrestling with a Marmalade SDK that is not supported and an inability to build a new version. Eventually, after a lot of heartache and pain, and getting close to just giving up, I have managed to get a working build, however, there is a catch, it doesn’t work on iPad1, iPad2, and iPad Mini 1. iPad1 is no surprise, I can’t target anything lower than iOS 6 anymore and iPad1 only goes to 5.1 The iPad2 and iPad Mini is more of a problem. The issue appears to be the Marmalade system incorrectly reporting those devices as Retina devices even though there are not. I’m still trying to fix this, but it’s proving difficult without current access to any of the devices. So, I might have to make a decision. The deadline is under two weeks now and in order to stave of the executioner, I might have to upload a version that doesn’t support those devices. And this is where the real catch is; I can’t exclude those devices without going iOS10 or purely 64 bit, or both.

Using iOS10 would allow me to target iPhone5 up, and iPod Touch6G, iPad4 up, iPad Mini2 up. Going 64bit would be much more restrictive.

It hurts to think I might lose iPad2, iPad3, iPad Mini1, and iPhone 4, it seems harsh, especially as I have an iPad3 which it does work on! I have no idea how many of these devices are currently playing the game, Apple don’t break down the numbers to devices with that amount of granularity.

To be fair, I don’t have a current enhancement plan for the games, so it’s not like people who currently have the game will be losing out much, but it just feels wrong.

I’ll have to make a decision early next week in order to upload LoM and DDR and at least stop the rot. However, once those versions are up, I don’t know how much longer I might be able to build them again for.

Long term, I need to look at porting the games to another platform, and this is something I have spoken about before…

He had heard the tales men told…

For many hours they rode in silence, Luxor lost in his thoughts, the boy watching the forest in a mixture of fear and fascination. He had heard the tales men told and couldn’t quite believe they were only tales. “Why does the Solstice trouble you, my Lord?” asked the boy. 

Luxor turned his head slowly towards Morkin. For a few moments he said nothing and then, as though he had suddenly remembered, he began to speak. “Our world wasn’t always white, Morkin. You’ve heard the legends of Summer when the land was green and teeming with life. Ten thousand moons ago it was, so long that men barely believe such a time ever existed. Yet the Wise remember. They have scrolls that tell of the first snows falling and the first carpets of ice covering the land. Suddenly, all the lands of Midnight were plunged into this winter of ours. Then came famine, a great famine that ravaged our people, and with famine came war.” 

mock_up_novel_cover

When Mike Singleton originally developed The Lords of Midnight, he did so with his love of telling tales. After creating the initial Landscaping technique which made the game so revolutionary, he immediately switched to creating a map, one that he thought would be fun to explore, and then used that to help drive the narrative of the Novella, the back story included with the game. He populated the map with people, creatures, and places, assigning them names and purpose. Mike’s son Jules told me about sitting on his father’s knee watching and suggesting, while he played the god of Midnight and created new locations and terrain for his people to live in. The story and the world of Midnight is so important to the game and one cannot be without the other. In just five small chapters, Mike filled our minds in a way that we were able to fill in the blanks while playing a game on what by todays standards, was nothing more than dishwasher controller.

Mike once told me that he had hoped to to write a full novel, but game development and life just got in the way. He kept driving forward with new games and new stories, Doomdark’s Revenge, Midwinter, Ashes of Empire, to name but a few. All born out of his storytelling instinct.

As players, we all remember the competition that launched with the game. A novel prize – print out the screens as you make your way through Midnight, and the first person to complete the game would have these screens turned into a novel by a fantasy author. Alas, the game was complete too quickly, and beyond was never able to fulfil it’s promise of the prize.

Over the years and have read a few fan-fiction starts to novels, none of them every got past a few chapters, and none of them really had the potential to go all the way. I’ve also discussed the idea of a novel with one or two authors, who all showed interest, but never got off the drawing board.

It is with all that in mind, that I am happy to announce that, the novelisation of The Lords of Midnight is finally underway. 

It happened like this…

On the 8th April, Drew Wagar (@drewwagar) made a tweet comment to Tom Fahy (@fifthfayh) with reference to his Doomguard Twitter avatar.
drew_tom_conversation

And that was it. We had an email conversation over the next few hours, and by the end of the weekend Drew’s publisher was on board, and I had an initial thumbs up from Mike’s family. I put a few ground rules in place and a few small hoops for Drew to jump through. Over the next few weeks we batted a few things back and forth to get a feel of the type of story Drew wanted to tell, and by the end of the month we met up to talk about the project, did some contract type stuff, and agreed, that this was something worth doing.

I’m not going to talk much more about the novel here, I will leave you with an interview with the author Drew Wagar. You will also be able to follow updates on this blog and on Drew’s blog over the next few months.

I leave it there, other than to fill in the details.

The Lords of Midnight
Written by Drew Wagar
Published by Fantastic Books Publishing
Released Date: Winter Solstice 2017

You are the last heir of the House of the Moon

c_freehOne of the interesting things that has come out of the potential Lords of Midnight novel, is having to think about some of the backstory that Mike never filled in. I have done this on and off over the last 30 years, but suddenly it seems to be much more important.

As part of the negotiation stage for the novel, it was important to get a feel for what any story might be about, and to that end I have been working with the potential author on the initial outline for the novel. For my part as ‘consultant’ I have been cross referencing all the novellas and other little bits of information, in more detail and with a new eye, to highlight pieces of story that are important and to help fill in some gaps.

When Mike originally wrote the game and novella, the whole process happened in around six months. There are things that he alluded too that he never actually gave any thought to at all.

For example, Rorthron the Wise says to Luxor when they meet at the Tower of the Moon:

“I have kept this from you too long, but with good reason. You are not simply Lord Luxor of the Free, you are the last heir of the House of the Moon. You, my Lord Luxor, are the Moonprince and this ring is yours by right, to be worn only in circumstances of gravest peril.

Corleth follows this with,

“The Fey have long suspected that the House of the Moon still survived. The Wise are not the only guardians of knowledge. I could not be sure until today when Rorthron held forth the Moon Ring, but since I have known him, I have harboured a secret hope that your father was the Moonprince.”

This is never referenced again. What happened to the House of Moon, how is Luxor the heir, and how and why was it kept secret? We never hear any more until the events of The Citadel when we are told the brief story of Rarnor the Unlucky who had the Eye of the Moon stolen from him. Was the loss of the Eye the start of the downfall for the House of Moon?

When you start to break down the Novellas there are so many areas that can be expanded upon, and for a novel, will likely need to be addressed in some way or another. Some of this work might never make it into the actual text, but it is going to be needed even if just in passing.

In all the years of asking Mike questions, he would often answer,

“I don’t know Chris, you probably have a better idea than me, I never really thought it through that far.”

It seems, we are going to have to start thinking it through that far…