I’m now working on the first iteration of the third chapter for Lords of Infinity. Chapter 3 is perhaps the part of the story with the most variation (aside from the endings), with three separate, completely different, but tightly connected versions. It’s going to be a challenge keeping track of all of them.
Tag Archives: News
Chapter 2B of Lords of Infinity is still in the works. I vastly underestimated the amount of time I’d need to work on the “downtime” options (2B takes place over the course of a full year), but I should have them nailed down now. Theoretically that means the downtime options in the next few chapters should be easier to manage, though don’t hold me to that.
So, I’ve got a few more minor housekeeping updates this month, just to keep everyone appraised.
First of all, we’re very nearly finished the primary writing work for Burden of Command, and the main campaign is only a few steps away from being completed. While this still means we’ll have a few months of scripting, polishing, proofreading, and other supplementary writing to do, it does mean we’re in the home stretch. In addition, I’ve been working on a little side project (I’ll announce that in a week or two), both to unwind a bit from finishing up Hallowford, and to help transition in writing from Burden of Command‘s earthier, more direct style to something fit for a project with a more circumspect and courtly tone.
Long story short, I’m getting ready to start on the primary writing phase of Lords of Infinity.
Good news: it looks like Choice of Games has managed to sort out all of the problems relating to the Steam release, and now both Guns of Infinity and its immediate predecessor Sabres of Infinity are available for purchase on Steam!
After nearly two years of writing, countless hours of worldbuilding and revision, and a truly astounding amount of narrative creep, Guns of Infinity is finally out for mobile devices and Chrome Webstore (Steam release to follow soon.). Clocking in at 440 000 words, it is the largest work I have ever completed, and certainly the one which I have put the most of my effort and skill into (although that will likely always be true of my most recent work).
The direct sequel to my first IF, Sabres of Infinity, Guns of Infinity continues the story of an aristocratic cavalry officer at war as he rises through the ranks, redeems himself for past disgraces, thrusts himself to new heights of fame, or simply tries to stay alive on the field of battle and off; as he finds himself entangled in the complex intrigues of spies, kings, lords, and foreign powers.
As the main character completes his transition from callow recruit to a battle-hardened senior officer, he is given fresh opportunity to pursue wealth, glory, and even love. Yet new opportunities bring new dangers – not just to his life; but to his reputation, his family, to his very conscience.
Update: Guns of Infinity is now out for the Amazon AppStore as well.
Update2: Guns of Infinity is now out for Chrome Webstore as well.
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.
As Mecha Ace rushes courageously towards its release on the 13th, I’d like to take a second to update you on one of my other projects.
Rocket Corps (formerly Rocket Age, but unfortunately, we found out that name was taken) is a character-centered board game with card-based gameplay in a setting best described as 50s space opera, altered for modern sensibilities. Working together as the crew of one of Earth’s first starships, two to four players must face unexplored sectors and mysterious alien threats as members of the eponymous Rocket Corps.
I’ve been part of the development team as lead writer for nearly a year now, and we all feel that the project is starting to come together into something worth showing to the world.
For more info, take a look at Turtle Ship Games’ latest post, complete with some art of one of Rocket Corps’ characters, Captain Jadwiga Zielinska, by one of our artists, the ridiculously talented Eva Toker.