ALPHA Release V0.03 is now available for Download

This release is a standalone release, containing only the CLASSIC and TME frontends. Get the update from the Downloads page

All of the gameplay is however complete, and so it is in a state where it can be playtested to victory or defeat. I would really welcome peoples comments as to their successes or failures with this version, and please feel free to drop me a line with any bugs that you spot on your journey through Midnight.

PS. Make sure you look at the RELEASE NOTES prior to running this new version !!!

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Aerial shot of Midnight is now available for Download

A new aerial map shot was produced with the WOTS engine, and then enhanced by Robert Jalarvo.

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ALPHA Release V0.02 is now available for Download

Some initial bugs have been fixed and a step movement mode has been added for those with lower end machines / graphics cards. Get the update from the Downloads page

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ALPHA Release V0.01 is now available for Download

The ALPHA release is now available from the Downloads page ! Please email me with details of machine configurations that it runs on (and doesn’t run on!), so that I can compile a compatibility list for reference… The War of the Solstice has begun

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Game Trailer / Overture Available for Download

Get the trailer for the game, and the overture from the Downloads page ! Be sure to have the sound on LOUD for the best experience

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Preparation for ALPHA release

A quick note to say that I’m prepping the site for the ALPHA release at the moment. Until all is ready, the Downloads page will remain password protected. The game trailer will be released this week… The ALPHA release of the game should then follow in about another week or so… Meanwhile, further images have been added to the gallery to show the support screens SELECT,THINK,NIGHT and DEAD in action

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Shockwave demos are working again

The shockwave demos have now been fixed, so if you haven’t experienced them yet, then pop along to the demos page… Also, there are some new images in the gallery, showing examples of playing the game in a warmer climate.

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Introduction of Armies

Well I didn’t quite make my promise of updating the site once a week, but hopefully it hasn’t been too much of a wait since the last update… The free army billboards have now been added to the engine. Have a look at the latest screenshots in the gallery. The engine itself has had some optimisation done on it in the past couple of weeks, to remove some nasty routines which are not good practice in a 3D application !!! The ability to configure models requiring an orthographic projection to screen space has also been added, in addition to the normal perspective projection for the majority of models. This will be useful for the icon handling which will have to be done in the near future, in order to make the game playable.

Well progress continues on the Fey Lords and some smaller details which have been bugging us…

BTW: The shockwave demos appear to have been broken during my web-site revamp. I’m on the case, and will get them running again as soon as I can…

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Catching up on the progress …

It’s been quite a while since the last update to the site… I’ve been concentrating on the coding itself, rather than the website !
Since the last update, there have been considerable advances in development:
– Completion of all main terrain models !!
– The start of the integration of the characters and regiments
– Integration with The Midnight Engine (TME), and transfer of data sourcing to TME (many thanks to Chris Wild for his help in achieving this)  
Wayne came up with a great idea to use the real faces of the midnight boarders as the faces for the Lords in the game. The idea was met with some scepticism initially, but after completion of Lord Brith recently (aka Simon Goodwin), photos have been coming in thick and thin. The remaining Lords for whom we don’t have any volunteers will be painted by Wayne. See what you think to Lord Brith…

I couldn’t have hoped for a better result, as I placed some tight constraints on Wayne’s 3D character models. First class job once again Wayne !

The engine has some further features to cope with the character/regiment side of things:
– Ability to define multiple objects to represent each character/regiment
– Predefined object positions for each terrain cell, where character/regiment objects will stand
– The objects belonging to a character are dynamically placed around the current terrain cell
– Dynamic texture transformations per mesh
– More mesh flags added e.g. ZWrite ON/OFF, ZTest ON/OFF etc
– The map is now read in from TME, and not from a .html file
– The Free characters and Doomdark’s regiments are now read in from TME  

There are some new screenshots in the gallery, to bring the site up to date with all recently completed terrain models, and also new shots of Lord Brith in the game. If you’re a midnight boarder, then you’ll have seen these already…

Work is currently focusing on completing all of the Free Lords, together with their shields. We will then be focusing on the army unit representation within the game.

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More internal engine advancements and shockwave demos added

The engine has some further features:-
– Collision maps for terrain locations (prevents walking through mountains !!!)
– Real time shadowing !!!!!!!!!!!!!!!!!!!!!!!!!!!

New comparisons between old and new game imagery, and interactive shockwave demos:-
– Mountain, Tower, Keep, Snowhall, Lith

Once again, thanks to Wayne/David for the content.

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