Legionwood 2 Pre-Release stuff!

Hey everyone! It’s getting pretty close to launch day for Legionwood 2 (Feb 28) and so I thought I’d pop in and treat you all to a quick update.

Battle2First of all, some of you may have noticed the name changeLegionwood 2: Volume One back to Legionwood 2 again. This is good news! It turns out that Legionwood 2‘s beta testing has been going so smoothly that I’ve had the time to add a host of new content to the game, including an extended final boss fight and the six different endings that were originally intended for “Volume Two”. Yes, you read right — Legionwood 2 will now be a full game upon release, including the entire story from start to finish (note that this doesn’t mean it’ll be very much longer; the new content simply wraps up the story and prevents the need for another game to follow things up).

Secondly, I’m currently in the process of finalising the game’s pricing and distribution. These details are subject to change, but it looks like the game will be retailing for $5.99 USD via digital download from the new Dark Gaia Studios website. A short while after release day (or perhaps even on release day depending on how fast submissions are processed) the game will also be available on Desura and other portals.

Payment options on release day will include credit card and Paypal. Payments for the game will be made through Plimus (the same distributor games like Aveyond use), which can process most online payment methods. For those who’d like to just try the game out, a DRM-restricted demo will be available. This demo will allow you to play the game for one hour, upon which you’ll be required to purchase a key to continue. In the meantime, there’s a demo without time restrictions that you can play, which ends after a specific cutscene.

And, well… that’s pretty much it for the update. Things are pretty chaotic at Dark Gaia Studios at the moment, and there’s still a bunch of stuff to do before February 28th. I’ll see you all then!

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Legionwood 2 full release incoming!

Ah, it almost brings a tear to my eye. After almost three years of development, the first “full version” build of Legionwood 2 has entered the beta testing phase, bringing a final commercial release ever so much closer.

Some of you may remember ages ago when I mentioned the possibility of Legionwood 2 becoming a commercial project and then a few months later when I said it most likely wouldn’t happen. Well, the time has come for me to decide once and for all how the game is to be released, and some may be disappointed (or happy — I’m not too sure) to learn that I’ve made the decision to release the full version of Legionwood 2 commercially after all.

1521325_10152523265264466_608065475_nOriginally, I had every intention of keeping all future releases of the game completely free to download and play, but — to be frank — I’m no longer in much of a position to do so. As I’ve now finished university, I’m finding myself with less and less time to develop games. Up until now, I’ve been developing games in lieu of a full time job (in between working on my writing projects, of course), which simply isn’t possible any longer. As such, I’ve come to the decision to turn game development into something that can sustain itself — if I can make money from selling Legionwood 2, I can support myself and justify the considerable time I devote to these projects each and every day.

And so, the details: Legionwood 2: Rise of the Eternal’s Realm – Volume One will be retailing for $4.99 USD from February 28th. The first of two volumes that make up two halves of the Legionwood 2 story (think Half Life 2 and its episodes), Volume One features a lengthy 12+ hour quest, an all new soundtrack (with some tracks exclusive to Legionwood 2), full mouse support, an overhauled side view battle system and an emotional non-linear story.

In terms of content, Legionwood 2: Volume One contains everything that’s already in the available Beta version, with a few little enhancements and additions. As such, it probably won’t be an essential purchase for players who can’t wait to see what happens after the show down at the volcano, but it does include an extended ending scene that adds some closure to the first half of the game and shows you the consequences of the choices your party made throughout the game. There are also a couple of new sidequests, including one that hails the return of Legionwood 1‘s antagonist Terminus and details the origins of the mysterious Darkness threatening the world.

Of course, many of you guys have been fans of Legionwood since the very beginning and, until this point, have been under the impression that it wouldn’t be going commercial any time soon. Please don’t fear — the most loyal among you will have the chance to get your copies for free, with thanks for all of your support.

In the meantime, you can play the free Beta version of the game here.

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Legionwood DLC now available!

Wow, talk about not meeting deadlines, right? Some of you might remember that I annouced a Legionwood expansion pack, way back in late 2010. Although it ultimately ended up being cancelled due to hard drive failure, I managed to recover some of its assets a few months ago and, rather than doing the logical lazy thing and recycling them for Legionwood 2, I decided to piece them together and release the resulting mess.

So then, this is the Legionwood expansion I promised all those years ago but never actually delivered? Well, not really. But it’s still a pretty cool addition to the Legionwood world.

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Legionwood: Mysteries of Dynastland is an expansion pack/DLC for Legionwood: Tale of the Two Swords. Featuring a huge new story dungeon set in the midst of the game’s chaotic fourth act, as well as a considerable number of all new optional endgame quests, a revised final dungeon and over a dozen new Techs to learn, it expands the original game’s playtime by at least three hours and adds several long awaited features to game, including a graphical world map and quest journal.

DungeonShotThe main addition in Mysteries of Dynastland is the titular Dynastland dungeon, which takes place between the Sealed Library and Lost City Crebt areas in Chapter 4. This sprawling dungeon crawl is filled with new enemies, puzzles and challenges to test your skills against, and also reveals the never-before-seen backstory of Zanthus and his long lost homeland as your party searches for the mythical Purity Crystal, an ancient Precursor artifact rumoured to be able to manipulate time itself.

Other notable additions to the game include 12 brand new Techs, including unique Techs exclusive to BattleShotcertain characters, a new set of powerful Dynastland equipment, a late-game “scavenger hunt” quest that will take you to the furthest corners of the world, a complete overhaul and rebalancing of all late game content and an expanded final dungeon with a new, harder version of Castoth to fight — in both the normal and “true” varieties. Overall, it pretty much turns the final act of Legionwood into a completely new game, which was one of my main goals as I was always rather unhappy with how rushed that part of the game turned out.

Anyway, if you’re itching for some new adventures, you can grab the DLC here. Simply point the installer to your Legionwood directory and extract, overwriting files when prompted. In order to experience the new content at the appropriate difficulty level, I recommend either starting a new game or loading a game that was saved before the Sealed Library, though most of the new content except for the Quest Journal can still be accessed otherwise.

And with that, I’m off to work on Legionwood 2 (and my second novel) again. Happy adventuring! smile.gif

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Plagiarism: the fake “One Night” series

They say imitiation is the sincerest form of flattery, but I’m not very amused.

Early today, a concerned fan sent me a message on my Facebook page containing some rather upsetting news: my One Night series of PC games has been stolen by an indie developer in Spain and re-released under a different name. The message included links to a Youtube channel called Truego Studios, advertising a series of horror games called “Sin Salida” (apparently meaning “The End” in Spanish) which were very clearly based on assets taken from the One Night series.

UPDATE: After contacting this person, the videos were removed and can no longer be seen on the Youtube channel.

From what I can tell, these games appear to be nothing more than unauthorised rip-offs. From what is shown in the videos, the areas and scenarios from all four One Night games have been reproduced with little to no changes. The gameplay, puzzles and mechanics are all intact and have not been altered in any way. As the “Sin Salida” games are only available in Spanish, I can’t determine whether the games have the same storyline and characters as the One Night series, but it would hardly make a difference when so much of the games have been lifted wholesale from One Night, anyway.

Here I took the liberty to create a comparison between One Night 4 and “Sin Salida 5”, showcasing the exact same room geography and item mechanics:

PlagiarismBizarrely, the developer of “Sin Salida” appears to have implemented split-screen co-op  — but apart from that, both games are clearly one and the same. As some of you may be aware, I raised funds for One Night 4 via an Indiegogo campaign in order to purchase custom graphic assets for the game, which are still present in “Sin Salida 5”. I have since contacted the developer of “Sin Salida” to request that the downloads of these games be removed from their website. While many of the assets used in the One Night series are either RPG Maker standard or are available in the public domain, the actual games themselves are protected by international IP copyright laws, and I have let this developer know that he is potentially committing a criminal offense.

In the meantime, I’d like to ask any of my fans to keep an eye out for videos or links to these unauthorised games, and to report them (either to me or directly to the video/file hoster) if you find any. The One Night series is the intellectual property of Dark Gaia Studios, and I’m committed to making sure it stays that way.

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One Night has been ported to Mac!

Hot on the heels of the Legionwood Mac port that was released last week, One Night has now been ported to Mac OS thanks to the efforts of the Jammed Gears Productions team, finally making it possible to enjoy some good old fashioned survival horror on a MacBook.

I don’t know anything about Macs or how to make RPG Maker games run on them, but one thing I know is that a lot of Mac users have emailed me over the years asking if a Mac port of One Night was available. It’s nice to know that these people are now able to play the game and discover what they’ve been missing. Unlike the Legionwood port which was having issues playing the MIDI soundtrack, One Night seems to play perfectly and all of the game’s music is present and accounted for.

At the moment I can’t speak for whether games #2 and #3 will also be ported as the team responsible is busy with many other projects, but it’s logical to assume that if the original One Night finds an audience on Mac OS the sequels will probably be next on their agenda. Either way, there aren’t a lot of survival horror games available on Mac as far as I’m aware, so it’s definitely a platform that will benefit from some more attention from indie developers.

The Mac version of the game is available to download here. You can also check it out in this Youtube video.

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Legionwood Mac Port released!

Attention Mac owners: I’m pleased to announce that Legionwood has now been ported to Mac OS, thanks to the efforts of Jammed Gears Productions, a Youtube based team whose mission is to make indie games more accessible to non-Windows players. I don’t know much (if anything) about Mac systems, so I’m not sure how this port was made possible, but it sure is impressive to see Legionwood running almost flawlessly on a MacBook.

You can grab the port here. You should be able to play the game just by clicking on the “Legionwood.app” file contained within the archive. Please keep in mind, however, that this conversion was developed by an external team, and as such I cannot offer support or updates for any errors you may encounter, though I can pass suggestions on to the creator for possible inclusion in a patch.

Check out the port in action in this Youtube video. Unfortunately it seems that some music tracks have trouble playing on Mac systems, but the game appears to play just fine otherwise, so Mac players can finally catch up on all of the adventures they’ve been missing. As far as I know, retro style RPGs like Legionwood are pretty thin on the ground for Mac, so it’s nice to know there’s now at least one more option available.

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One thing I really hate…

Spending two weeks re-installing all of my software after a hard drive format. Seriously. Why did I have to do this, you ask? Well, it turns out my trusty antivirus software doesn’t actually do anything whenever I connect my computer to my university’s internet network (where their own security suite promptly turns it off). Usually, this isn’t a problem since I mostly stick to reputable websites anyway, but it turned out one of the forums I frequent had recently been compromised, and soon my computer was heavily infested with creepy crawlies. In this case, they decided to shack up with some essential Windows components, so a factory reset was the quickest (and most effective) way to safely get rid of them.

Luckily, I’ve been keeping regular backups of all of my important files ever since something similar happened two laptops ago (where I lost an expansion pack for Legionwood I was working on at the time, among other things) so everything’s basically back to normal now. Unfortunately, the whole thing required me to spend a couple of weeks getting my computer back into working order so in the meantime, I haven’t been able to make any progress on Sun Bleached Winter‘s sequel or keep up with my blog schedule. As such, this post is essentially just to let you guys know that no, I haven’t abandoned my blog and that I do intend to make more writer’s craft related updates very soon.

On the positive side, not being able to write or work on Legionwood 2 has given me plenty of time to catch up on Dark Edifice‘s ever expanding slush pile and start editing some of the stories that’ll appear later this month in issue #6. There’s still room for more though, so if you haven’t submitted yet and you’re looking to be published, check it out! The slush monster is always hungry for more submissions.

Now, with that vent over and done with, I return you to your regularly scheduled web browsing. Usual blog schedule to resume from next week 😉

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The Walking Dead: 400 Days [Review]

It occurred to me today that it’s been a long time since I’ve reviewed anything on this blog. Coincidentally, it’s also been ages since I’ve made any significant mention of zombies — and one would expect the blog of any respectable writer of post-apocalyptic fiction to contain a lion’s share of zombie references.  Luckily, Telltale Games, the developers of the amazing The Walking Dead: The Game, which I reviewed sometime in 2012 released their DLC episode 400 Days last week, and I’ve finally had the chance to play it — and it’s a fantastic addition to the franchise that any Walking Dead fan owes it to themselves to check out.

The Walking Dead: 400 Days is a downloadable bonus episode for The Walking Dead: The Game that chronicles the experiences of a new group of survivors throughout the first 400 days of a zombie apocalypse. Ownership of at least one episode of the main game is required to play 400 Days (unless you’re playing the PS Vita version, which is bundled with all of the previous episodes), though 400 Days can be played without having experienced any of the main game. At the time of writing, 400 Days retails for $4.99 (not including the price of the main game if you don’t already own it), which buys you about two hours worth of zombie fueled adventuring.

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It just wouldn’t be The Walking Dead without a morally ambiguous protagonist, would it?

What’s interesting about 400 Days is the way in which its story is told. Unlike the main game, which primarily chronicled the experiences of one protagonist (Lee Everett), 400 Days is split up into five short chapters, each one focusing on a different protagonist and their struggle to survive. You have the option of playing through these vignettes in chronological order (which is what I did), or you can play them in any order you wish. Once you’ve finished them all, you unlock an epilogue set during Day 400 where the characters — now having met up and formed a group — decide whether or not to join a colony of survivors promising them a safe and normal life, with their final decision depending on how you played their individual stories and the major choices you made.

It goes without saying that, much like the original game, 400 Days’ gameplay features a heavy emphasis on morality. Each of the chapters (except for the epilogue) contains at least one major choice which determines how the chapter will end, as well as a number of less important ones. Due to the short length of game, many of these lesser choices aren’t quite as meaningful as those in Lee and Clementine’s story, though there are still a handful of different paths through each chapter and plenty of dialogue options. As most of the game’s events take place in the same general location, several choices also carry over into subsequent chapters, such as choosing to ignore and incapacitated zombie only to have him re-appear, healed up and much angrier, weeks later. You’ll also encounter echoes of decisions made in the main game, so beware of spoilers if you’ve decided to play 400 Days before the other episodes.

Overall, the gameplay in 400 Days is pretty much the same as you’re used to from the previous episodes, just on a much smaller scale. There are a couple of adventure game style puzzles to solve — though they’re a lot simpler than the problems Lee had to bust his brain over — and the handful of action scenes in the DLC make good use of quick time events to simulate urgency and a sense of danger. There are also conflicts with fellow survivors to resolve. For such a short experience, 400 Days does a good job of making its characters seem lifelike and complex and I was surprised to find myself becoming attached to them relatively quickly, though they’re definitely not a patch on the memorable cast of the main episodes, and you won’t find yourself moved to tears when bad things happen to them.

Unfortunately, as 400 Days runs on the same engine as the main game, the awkward controls that I pointed out in my original review rear their ugly heads again here in the PC version. You have to use a surprising number of keys on the keyboard to control what essentially amounts to a point and click game, and the standard WASD movement can feel a little clumsy when the game’s dynamic camera angles force you to suddenly walk in a different direction. It’s a shame that Telltale didn’t include an option to customise the controls in this DLC, and having a joypad is pretty much essential to enjoyment of the game. The iOS version of the game, on the other hand, is much easier to play and is well suited to touch based control, which is proof that a simpler control scheme would work wonders with this game.

However, like before, the positives of the game far outweigh the negatives. When it comes down to it, The Walking Dead: 400 Days is an excellent add-on for the original game, providing more of the same for people who haven’t had enough. It’s a fun little collection of stories about life during a zombie apocalypse and the conflicts that arise when people will do anything to survive. It won’t scratch your itch to see characters such as Kenny and Clementine again, and it would be nice if it were a little longer — but for $4.99 it’s an excellent way to return to the world of The Walking Dead and a taster of things to come in the upcoming sequel.

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Legionwood 2 Beta 4.0 now online

It’s been a long time coming, but the latest release of Legionwood 2 is finally online. I fully intended for it to be out a couple of days ago, but due to all the new graphics and sound files I’ve added to this release it ended up having a massive file size and was taking literally forever to upload.

Now with 100% more desert dungeons!

Now with 100% more desert dungeons!

In any case, this new release (Beta 4.0) adds the second half of Act II: Aftermath and Alliance to the game, along with a whole bunch of small additions, tweaks and bug fixes to existing content. Battles flow much more smoothly now and several of the class combinations that were too similar in previous builds have been considerably reworked. All up, there’s about 11 hours or so of gameplay in this release, including plenty of new dungeons and side quests to experience. New content added to the game revolves around the party’s adventures in the desert nation of Entoban, as they try to discover the identities of those responsible for summoning the Eternal Gates. If they’re lucky, they may just find a way to save Legionwood from the evil that threatens it…but they may not all make it out alive.

In typical fashion, Beta 4.o contains plenty of things that change depending on your party’s morality, including some very important story events that will drastically alter things later in the final release. The decisions you’ve made earlier in the game may determine what treasures you’ll find in Entoban and who survives the final encounter. As always, you won’t be able to encounter everything in a single playthrough, so feel free to try again with a different set of choices to see it all.

Now, with all that out of the way, I’ll be taking a well deserved break from game development for a month or two to catch up on university homework (and to try and get this blog back into some kind of regular schedule) — announcements about the full release of Legionwood 2 to follow once I’ve recovered from the rush.

Download the latest release of Legionwood 2 here and get adventuring.

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Legionwood 2 beta testing has begun!

As of this week, Beta 4.0 of Legionwood 2 is complete and undergoing pre-release testing. Selected beta testers have already been contacted and sent testing builds of the game to play. I’m confident that most of the remaining bugs and balancing issues have been squashed by this point, but having a group of testers run through the game will allow me to be perfectly sure it’s ready for release.

Obligatory title screen shot.

Obligatory title screen shot.

There are six beta testers who are playing the game (each with different party configurations so as to test the game’s balance) who will report a log of findings and suggestions to me once they get to the end of the Beta, and then I’ll implement changes as needed. I’m waiting for all of the testers to finish with the game before I begin this final polishing period, so actual release may still be a while off. I’ve set three weeks from now as the deadline for the testers to meet, which means the Beta should be ready by early June, though again this depends on how fast the testers complete the game and how many bugs they report.

Beta 4.0 adds the second half of Act II to the game and allows you to get through 60% of the game’s main plot. New content including the desert nation of Entoban and a handful of new sidequests should add about 2 or 3 hours of gameplay to the game’s total. Your decisions as a player really start coming into play in Beta 4.0, and Act II will end in one of two different ways depending on your morality (and you’ll be able to continue along multiple story paths through Act III in the full release of the game). You can find out more about the additions in this previous blog post.

Thank you to everyone for patiently waiting for Beta 4.0’s release. You’ll have it very soon — I promise.

In the meantime, check out the Final Edition of Legionwood 1. It may just tide you over until then 🙂

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