Thoughts on Load and Save and ranting reviewers

undo
I just read an interesting review of The Lords of Midnight on the iOS store from PlaystationPaul. I’m posting it here and am going to discuss it as I have no right of reply for reviews.

Be warned – no proper save option

So the porter of this game is quoted as saying “We wanted you to have the ability to save but remove the temptation to just reload your game when something went wrong” and “But you have the ability to undo to dawn if you really mess up.”

Well thanks buddy for completely ruining the game, even the original Spectrum version had an option to save and load at any point – it’s meant to be a strategy game not a rougelike. The “undo” feature can only do so much – I lost Morkin after about an hour of play and can only go back to the dawn – he’s gone permanently along with all that progress – great! Do I really feel like going back and repeating all my actions again just to get to the point where I lost Morkin? No – not really – so thanks for completely spoiling a classic game by omitting one of the bare bone features which makes it enjoyable to play. Hopefully an update can rectify this somewhat arrogant and time-wasting decision.

I don’t know the circumstance on how PlaystaionPaul carelessly lost Morkin. Firstly, if he attacked something and died, then why not just perform a single-undo, and then send someone to his rescue, or keep trying the fight and undo approach. It’s as close to load and save as you are going to need.
Secondly, if he lost him in battle over night, well that’s the game. Maybe Morkin shouldn’t be left unattended where Doomdark’s armies can easily pick him off, and definitely not used in battle.

I presume by mentioning not wanting to redo the day’s work it was the former, so I really don’t understand not using the single-undo option.

Such and arrogant time-decision‘ – lets see. An arrogant time-wasting decision, made by Mike himself. Being honest, Mike wanted it removed completely, he didn’t like the idea of people arbitrarily loading and saving just to get passed a particular battle or fight. It took a lot of discussion to get the undo-to-dawn feature in the original release, and then I added the undo-one-turn during an update after a lot of discussion with other fellow Midnight players. So, if I am indeed guilty of arrogance, it’s by overriding Mike and adding the undo-one-turn option. Therefore Mr Playstation Paul, I shall not be releasing an update to rectify a somewhat arrogant and time-wasting decision that Mike and I spent a lot of time discussing and considering its impact on the game.

PlaystationPaul, email me personally and I shall refund your £2.99 and in future I will contact you before I make any design decisions on the game, because you obviously know what this strategy-adventure game should be more than Mike did, and without him around for me to consult, I obviously need to take advice.

“I hope you enjoyed yourselves. Excuse me for not showing you out. Straight up the stairs. You’ll find the way. I’m terribly busy. Whole day wasted. Goodbye to you. Goodbye.”

The Frozen Gates I shall tear down.

Seven moons from now I, Shareth, Empress of the Icemark, will ride forth to avenge Doomdark, my beloved Father. The Frozen Gates I shall tear down. Midnight I shall lay waste and through the portals of Xajorkith I will pass, triumphant. All shall adore me and despair! Or, if the Moonprince prefers, let him ride to hammer at my door and find defeat more swiftly!

Last night I took a moment to branch the current Lords of Midnight desktop project, and create the Doomdark’s Revenge source tree. The reason I took the desktop project and not the released 1.6 mobile version, is purely because the Desktop and v1.6 Mobile needs to be merged anyway, and I thought that this separate project would be a good opportunity to find out what I broke for mobile in the desktop version. As it happens, not that much!

Jure had already sent me most of the graphics, so this would also act as a good opportunity to create a list of missing art resources. I plugged all the artwork in and created a ddr.tme file. This is the file that links up data from the backend database to the frontend presentation layer. Once I’d made my first pass through that I built the project and ran it… boom! No surprise really! First issue was the Doomdark’s Revenge database. I last generated this about 2004 I think, so the binary format was a little out of date because of a few changes I made while making the iOS version of the engine. Few changes to the export script, and that was all working ok.

Next thing to resolve was some graphical issues. There are no shields in Doomdark’s Revenge, and I used small versions of the shields for the select icon. Jure and I had not come to a decision on how this was going to work, so I created a temporary solution and quickly cropped the characters faces.

f_dwarff_free f_tarithel f_giant

On the main look screen, then shield needed replacing with the character graphic. So the engine now detects a lack of shield graphic and uses the character graphic instead.

And that was that…

That was just stage one. I can wander around the map using any of the three main characters. It randomly crashes, and obviously there is a distinct lack of AI. But, all in all, not bad for a few hours work.

The Marches of Valahar

EyeOfMoon
The Lords of Midnight
by Mike Singleton

Book IV:
The Eye of the Moon

Comrades of the Prince:
The Marches of Valahar

Time itself was sleeping. There was utter stillness even in the air. The drops of rain hanging from the leaves gleamed but did not sparkle for not even the light trembled. The silence was so deep it made him feel deaf but when he breathed out it seemed like a roar. The storm had passed.

Dominykas turned his eyes to the horizon. Over the forest, misted by distance, the far peaks of Valahar floated in a milky blue haze, sharp white shards cutting at the sky. Then the light subtly changed and one of them, the tallest, suddenly suncaught, began to glow at the very tip, brighter and brighter until it glowed with golden fire.

The Wilderhorn, he thought, it must be. That’s where I must go, to the roof of the world, to the gate of the heavens. The boy couldn’t imagine the road that led there. It was impossible. How could he ever reach it? For a moment, black despair rose, seeping into him, but then he wrenched away from it. I’m not a boy any more. I can do it if I must and I must, so I will! He gazed at the mountain with its golden crown of fire.

It was simple after all. Bright as a beacon, there was the torch that would light his path. However long and twisted the journey, a peak that soared so high would be with him like the sun or the moon, sometimes hidden, sometimes in darkness, but always reappearing as he turned a corner and found the open sky again or as the world turned and darkness fled.

His heart filled with joy. Nearly forty moons had passed since they left Coromand and now their journey’s end was at last in sight, blazing with fire. Smiling, he turned to his friends. He flung his arm out to point wildly at the mountains.

‘There! The roof of the world! The gate of the heavens! The Horns of Valahar! Look! The Wilderhorn!’ he shouted and the fire that touched the far off crest blazed within him. His young comrades looked. They gawped. They gasped. They looked at one another. One by one they grinned. Then at last they cheered.