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.
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 are all up.
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.
It’s been a while, I know. I am still here, though I’m currently being pulled in a few directions by work and school. Here’s a quick update on what’s going on:
-I am currently putting the finishing touches to my new Interactive Fiction for ChoiceofGames, expect a proper announcement about that soon.
-Guns of Infinity is at the tail end of its planning phase. With luck, I’ll be able to start writing sometime in May.
-I’m also wrapping up my (hopefully) last semester at University. After I get my degree, I will (obviously) be able to devote a lot more time to work.
-I am still working on MoF2, but progress is understandably slow. However, I am hoping to finish it before I start actually writing Guns of Infinity.
Expect more detailed and specific announcements regarding each of these things to come soon. As for now, I still have one more term paper to finish, and one more exam to study for.
So, it looks like I’ve gotten a bit sidetracked.
About three weeks ago, I’ve managed to get a contract with ChoiceofGames to get one of my works published by them directly. While I’m still trying to make headway on Master of Fortresses 2, this new project is paying a substantial amount of money, so I have been balancing both projects over the past few weeks. Of course, I’m pretty sure my contract means that I should be careful about disclosing any details, so I’m going to avoid letting anything slip now
That being said, MoF2 is still progressing along. I’ve almost got a full level working properly, barring a few pathfinding and wave bugs. Hopefully when I finally get some video footage up, I can show it in action!
If there’s one thing that I’ve been keeping quiet about over these past couple months, it is the enormous amount of progress that I’ve been doing solo on Master of Fortresses 2.
Now, this is basically the third iteration of the game, with the previous two having been shut down either by the team being pulled apart through various factors outside of my control or the ultimate realisation that the platform that I’ve spent the past couple years developing for (Flash) is not long for this world. Sometimes, I look back and remember that my original agreement with Armor Games involved delivery sometime around last September. We were on track to hit that goal until sometime around last June, when things started going haywire.
I’m pretty proud of how far I’ve gotten with the current version, as belated as it is. Last week, I finally passed our previous point of furthest advance: I am now closer to finishing the game myself (with help from my composer and vocal cast) than I’ve ever been before, which means I’m no longer futilely retreading old ground. I’m forging ahead into unknown territory now. It’s a bit daunting, but it feels good.
Here’s what’s been done so far:
-Map tiling and scrolling
-Building and unit construction placement
-Friendly unit AI
-Money and population caps
Here’s what I’m currently working on:
-Enemy combat AI
-Friendly unit/building death
When I finish those two items, I’ll put up the long-promised video update and show you what most of this stuff looks like in action. After that I’ll start working on some of the higher level features: unit experience, support units and advanced tactics like flanking and crossfires.
It’s gonna be fun.