Sorry for the late update this month. I’ve been mostly preoccupied with getting the last iteration of Chapter 12 out of the gate. I’m at roughly 60 000 words now, and it’ll probably be another 10 000 or so before I’m “done” – which is to say, before it’s playable, though not necessarily complete.
Category Archives: Browser-Based Games
I’ve started work on the second iteration of Chapter 12 now, with about 15 000 words written and probably another 40 000 or 50 000 to go. Once that’s done, it’ll just be the epilogues and the side-content before Lords of Infinity is text-complete.
Of course, that doesn’t mean it’ll be ready for release. There’ll probably be months of editing, polish, balancing and the like before that. I’ll also have to do cover art and a whole bunch of support work as well. Still, it’ll be good to have the writing done soon.
Needless to say, I’ve had a pretty eventful month so far. Aside from my computer breaking down, I also got pretty badly sunburned after going outside for the first time after my second vaccine dose. Work’s been a bit slow.
Still, I’m almost finished the first half of the last chapter of Lords of Infinity, with about 65 000 words done and maybe at most 10 000 or so to go, so this month hasn’t been a complete wash.
Of course, I’ve also had the time to do this month’s A Creator’s Guide to Writing and Worldbuilding, A Soldier’s Guide to the Infinite Sea, and An Adventurer’s Guide to the Fledgling Realms, which are all available on the website now.
I am now a little short of 20 000 words into the first iteration of Chapter 12, which is the last chapter of Lords of Infinity. If all goes according to plan, I should be able to have everything (that means side-content, reference material, illustrations, everything) done by the end of the year.
I’m also getting the second dose of my COVID vaccine in three days, which means I’ll be finishing work on the “main” storyline of Lords of Infinity just in time to be able to go outside again, which is nice.
In the meantime, this month’s A Creator’s Guide to Writing and Worldbuilding, A Soldier’s Guide to the Infinite Sea, and An Adventurer’s Guide to the Fledgling Realms have all been uploaded, so take a look if you have a chance.
Both iterations of Chapter 11 of Lords of Infinity are now finished, which means I am now doing prep work for Chapter 12, which is the last full chapter. Of course, once that’s done, I still have epilogues, side-content, and art to do before we’re ready for publication, but we are definitely nearing the final stages now.
Needless to say, it’s a bit busy around here.
I just passed the 35 000 word mark for the second part of Chapter 11 of Lords of Infinity today. This half will be a bit longer than the other, mostly because instead of containing one path, it actually kind of contains two. Obviously I won’t be spoiling what that means quite yet, but needless to say, I’m trying to do all that I can to ensure that every sort of player is able to get a satisfying path through the endgame.
As usual, this month’s A Creator’s Guide to Writing and Worldbuilding is up, this time with the first installment of what might be a very long multi-part series on worldbuilding a fictional society. This month’s installments of A Soldier’s Guide to the Infinite Sea, and An Adventurer’s Guide to the Fledgling Realms are up as well
Here it is: another look at the gameplay from Master of Fortresses 2. This time, I show off a new map, “Alte Veste”, based on the battle of the same name which took place during the Thirty Years’ War. I also show off new gameplay features like the Barracks/Population Cap system, as well as the Redeployment system, which was developed in direct response to one of the largest complaints about Master of Fortresses 1: the inability to move units after they were placed.
More video updates in the weeks ahead. Stay tuned.
As the title might suggest, I’ve got all sorts of news today.
The bad news first, I suppose: It turns out Armor Games’ HTML5 portal isn’t quite set up yet, and won’t be for a few more months. That means that’s possible Master of Fortresses 2 might not see a release until early 2015. That being said, I’m still working on it. Almost all the maps are complete, and I’ll likely be uploading a video update sometime tomorrow to show off some new mechanics which tackle some of the glaring issues with Master of Fortresses 1.
The good news: this delay not only means that I have more time to polish and bugfix, but also that I can start work on new projects ahead of schedule. The most prominent of which is Guns of Infinity, a direct sequel to last years’ Sabres of Infinity, picking up right where the first part of the story left off. As the months go by, I’ll post a few snippets of what I’m working on up here, and maybe discuss a few of the themes and bits of lore, if that ends up being a popular draw.
Lastly, I am also working on another project as a writer-for-hire for CoG. I’ve already got about a third of the text done. I look forward to revealing more information about that in the future as well.
Here it is, at long last: gameplay footage from Master of Fortresses 2. This clip shows the redesigned menu system, some of the sound and music already implemented, the new graphics, as well some new features which promise to deliver deeper and smoother gameplay.
There’s still a lot more about this game that I’d like to share with everyone, so stay tuned for more videos like this one in the near future.
It’s now been little more than five weeks after the release of Mecha Ace, and I’m proud to say that it appears to be doing really well. Despite a few pesky bugs on release, Mecha Ace has gotten overwhelmingly positive reviews on all three of its release platforms, and I’m almost certain that Choice of Games has recouped every single dollar of their investment into this interactive fiction of mine.
Updates are still ongoing, and I will continue to work on new bugfix patches for as long as new bugs are being reported. That being said, the bugfixing process is only taking up a miniscule fraction of my time.
So what’s next?
Before I’m able to direct my full attention to any other projects, I need to tie up the remaining loose ends I’ve accumulated over the years. First among these is Master of Fortresses 2. Development slowed down dramatically while I was writing Mecha Ace, but I’ve been able to put a great deal more time and effort into it since Mecha Ace’s release. So far, I’ve made exceptional progress, and over the past week or so, I’ve been opening up what I have right now to a small group of testers.
Hopefully, I’ll be able to put up some long-awaited gameplay footage from a thoroughly tested and balanced version of the first level, sometime this week.