And done and done! The Win32 release of Lord is now available from the sidebar. And I’m going to breathe a quiet sigh of relief to finally have it done and out of the way!
I’ll be posting a post-mortem and discussion tomorrow, but for now, I’m going to enjoy my reward to myself. For the past month or so, I’ve had a shrink-wrapped copy of Wall-E on my coffee table, ready to be watched as soon as I managed to finish Lord. I haven’t seen it yet, so it’s a pretty awesome sort of reward, I expect.
Quick note that I’ve finally posted the OS X version of Lord, over in the sidebar. I’ll have a Win32 build of it there within 24 hours, but I wanted to get something official uploaded before I went to bed tonight.
There’ll be a lot more talking about Lord tomorrow, probably including a lengthy postmortem about what went wrong during its development, and about what I personally like and dislike about its design, now that I’ve actually had a chance to play it a few times.
So I’ll talk to you all again tomorrow, but right now it’s sleeping time!
Just thought I’d mention that I’ve just hit the “first playable” version of Lord, the increasingly incorrectly named “Game in a Week” that I’ve been working on in my spare hours for the past two or three months.
Ordinarily in a “Game in a Week”, I reach “first playable” somewhere between day five and day six, with a few occurring late on day seven. Since “Lord” is running so late, I’m probably going to give it just a little touch more polish, and then release it as-is. It’s not a fantastic game (though it’s not nearly as bad as I feared), but it’s a good proof of concept for 3D in the VectorStorm libraries, and I’m very interested to hear how well it runs for everyone. Depending on how much time work takes up, I’m hoping to have a package available for download as early as tomorrow evening; I only need to add a few small bits of UI and write the credits information, and it’ll be good to go.
And there’ll be a substantial post-mortem after this one, believe you me! :)