Well, it has certainly been a very eventful month so far. Lords of Infinity may be released, but that doesn’t mean I haven’t been fielding a constant stream of bug reports, feedback, and other suggestions for updates, which I’ve been trying to get out at a fairly steady pace (with three updates since release and a fourth on its way out soon). However, I think I’ve gotten most of the errors and bugs ironed out by now. Hopefully, that means I’ll soon have some time to rest a bit, after what has basically been an almost-five year non-stop development cycle.
That doesn’t mean I haven’t been working on anything else though. Some of you looking through the pages for my Patreon content may have noticed a few changes: namely, that there are now links to plaintextversions of this year’s articles. This was something I put together based on a kind fan’s suggestion to make my Patreon content more accessible for those who use screen-readers due to disability or other reasons.
Eventually, I plan on transcribing as many of the image-based articles into plaintext as possible. In the meantime, I’ll be adding plaintext transcripts for new articles, as well as on the Patreon page itself. If anyone has any further suggestions regarding this new system, I’d love to hear them, especially if it means making them more accessible or easier to read.
Finally, after more than four years of work, and 1.6 million written words, Lords of Infinity comes out today on all platforms.
Needless to say, this has been a massive undertaking, one which has stretched my skills as a writer and a game designer (and my patience as a person) to the absolute limits at times. However, I am more than merely proud of what I’ve put together, and I hope that the time and effort I’ve put into crafting this story will pay off as it passes from my hands to yours.
Just one more announcement before the end of the month: I’m happy to announce that Lords of Infinity now has a free demo, covering character generation, the prologue, and the first two chapters, which comes to somewhere around 200k words worth of content.
If that sounds like too much, remember that this is about one-eighth of the entire game.
As of today, I’ve finished all pending pre-release work on Lords of Infinity: which means all achievements, images, and additional pieces of content which I was waiting for the post-copyedit process to implement are all now in. After a few more rounds of testing, I’ll be sending it all in for publishing – which means that barring any bugs I find last minute, the build of Lords of Infinity currently on my computer is the version which will release in two weeks.
Of course, that doesn’t mean I’ll be done. After release, I’ll still be on standby to deal with new bug reports and feedback, but until then, I think I’ll have some time to myself.
Last month, I did an interview with Aaron Spelker of Mobile Accessible Games in advance of the upcoming release of Lords of Infinity. We talked about how I got into writing Interactive Fiction, some of the “big picture” themes I outline in the Dragoon Saga, and about parts of my creative process, as well as how easy it is for accessibility concerns (like playability for the visually-impaired) to slip under the radar of abled or mostly-abled game developers (read: me).
The interview’s up on Youtube, where you can listen to it in its entirety (so long as you don’t mind my terrible webcam picture quality and cheap microphone).
You can find Aaron on Twitter, and his Mobile Accessible Games group in Facebook. He also has a whole load of interviews with other game developers on his Youtube Channel.
It’s been another month of side projects as I wait for Lords of Infinity to finish copyediting here. Hopefully, next month, one of them will be far enough along to talk about.
I should probably note that these projects are more for my own enjoyment than anything else. All through my life, I’ve had ideas for new projects pop up in my head at an almost constant rate. It took a lot of practise and a lot of will to discipline myself in a way which would let me finish what was already working on before starting something new. Honestly, the fact that I’ve actually finished so many projects is something of a minor miracle in itself.
Generally, what I do now when those project ideas pop up in my head is file them away with an implicit promise to work on them when I have some free time. Well, I’ve got the time to work on them now, so I suppose I’ll be able to see if any of them are worth pursuing to completion.
It’s been sort of an unusual month so far. With Lords of Infinity in copyedit, I’ve had something close off-time for the first time since 2018. That means I’ve had time to visit some folks, handle some personal business, and catch up on some other work, including some experiments which might prove interesting in the future.
If the prototypes I’m working on pan out, then I’ll certainly be talking more about them in a few months’ time.
At long last, after several weeks of work, I’m proud to say that Lords of Infinity now has a store page on Steam, as well as an official release date: March 2nd, 2023.
I’ve also put together a page on the website, which will also eventually link to the Steam page, as well as the other platforms it will be available on (which is to say, the iOS App Store and Google Play) when it comes out.
In the meantime, you can wishlist Lords of Infinity on Steam here.
It’s been a bit of a long month over here. I’ve done quite a bit of housecleaning, as well as more work on art and the like. I did have to take a few days out of my schedule to recover from my second COVID booster and my flu shot, but I am still making progress on the stuff needed for Lords of Infinity‘s Steam page, so definitely look forward to that going up soon.
Big news this month. Lords of Infinity has now been pushed to copyedit, which means a professional is going to look over the text for any inconsistencies and grammatical errors so we can get the whole thing in a state fit for publication. In the meantime, I’ve also been starting on some of the marketing materials, so we’ll have a Steam page up and accepting wishlist entries within the month.
That’s not all I’ve been working on this month though.
If you’ve ever played Guns of Infinity, you’d know that there’s a handful of illustrations sprinkled through the text at important moments. Lords of Infinity will have those too, only instead of eight in total, there’ll be more than twenty this time around. Over the past few weeks, I’ve already completed ten of them (not counting the four I’m carrying over from Guns). Take a look: