The Fairer Sex
Jul 18th
Some of you have noticed that there are no women among the character art I have posted so far. I may as well come clean: there is no art support for female player characters in Chronicles.
Early on, I realized the cost of doubling up on everything was going to be prohibitive. I had to make the difficult choice whether to drop one gender, or to halve the amount of armour variety in the game. I chose variety, but not happily. Female heroes have been part of Monsters’ Den since the first game, and I hope to be able to get them back.
If it’s any consolation, it will still be possible to have female characters via custom sprites.
Chronicles: Party Selection
Jul 13th
I have mentioned before that I am experimenting with some new things in the structure of Chronicles. One of these is the persistent stable of characters.
Unlike previous games (and Godfall) you do not create characters. The first time you load the game you are presented with a group of pre-made default characters to build your party with. Although they are ready to go from the start, they can also be completely customized– name, appearance.. everything except their class. Yes, you’re limited to two of each class in this game.
Once you have assembled a party, you then select a mission. Any experience, skills and items you gain during the mission are saved. After the mission has ended, that character is again available for drafting into a new party.
Over time, the party select screen reflects your specific characters, built up over the course of your adventures.
Custom Sprite Support
May 27th
Custom portraits were a popular feature in Book of Dread. They are still supported, but the decreased emphasis on portraits in the new games may have left some disappointed. That’s where a new feature, custom sprites, comes into play. My hope is that this feature will allow people to continue to customize the game to the extent they are used to.
Battle for Wayland Keep
May 6th
My brother Matt released his latest game this week, Battle for Wayland Keep.
For quite a while now he’s been working on his first RPG, Ortus, a sprawling epic in the vein of the Infinity Engine games. Battle for Wayland Keep is a smaller preview adventure using the Ortus engine (wonder where he got that idea). It can be quite taxing on your PC, especially RAM-wise, so I wouldn’t try it on a netbook. Otherwise, though, do check it out– it’s worth your time.
What Happens Next
Mar 31st
It has been a while since the last update, hasn’t it? I’m sorry about that. The longer you go without a post, the more daunting it seems to try to recap everything that’s happened in the interim. So I won’t attempt that.
The Flash Gaming Summit and GDC were very good this year. Along with the general atmosphere of inspiration and enthusiasm, several talks really changed the way I’ve been thinking about my work, and have caused me to revise my plans. Since I’m in a reflective mood, though, let’s first talk about how we got into this mess.
So, why has Godfall taken so long?
1. It Hasn’t, Really.
One of the main problems, especially early on, was that I announced the game much too early. In fact it wasn’t until about six months after the announcement that I actually started working on it. This was really stupid, and led to the perception that the game was much closer to release than it was. I was working on Dragon Age Journeys at the time, and frustrated with repeated delays to announcing for that title. So in a fit of pique (I suppose) I announced the next Monsters’ Den instead. Bad idea.
2. Scope Control and Feature Creep
These are separate but closely related issues. By the time I started work on Godfall, I had two years worth of ambitious ideas stored up. Naturally, I wanted to implement them all. And new ideas kept coming! This is a recipe for working on a game forever.
When you don’t have a clearly defined end-state, it can sometimes be tough to even keep track of what still needs to be done, or what you should be working on that day.
3. Motivation Issues
I think it’s natural on any big project for your enthusiasm to wax and wane. Productivity can vary, but when you’re working by yourself it’s much more dangerous since you don’t have the camaraderie/mutual-guilt-trips that can keep you on track in an office environment. I’m happy that development has never gone completely off the rails though, there has always been steady progress.
4. Life
I developed the first Monsters’ Den in just three months, while learning Flash. I did very little else during that time. Even by Book of Dread I had started to slow down, and I’m just not able to lead that lifestyle any more. The problem is that I can’t convince myself of that, or at least the part of my brain that’s in charge of estimating how long things will take.
5. Alone, So Very Alone
It’s just hard to do this by yourself!
The Next Step
Godfall is still coming out. Not in the immediate future, but I’ll be very depressed if it isn’t this year. However.. it is no longer the next Monsters’ Den game.
That next game is now Monsters’ Den Chronicles.
Chronicles uses the Godfall codebase and art assets, and in some ways provides a somewhat more traditional Monsters’ Den experience. In other ways it will be quite unlike any that have come before, or even Godfall. I’m quite excited about it.
Building on the lessons I learned above, this is a game I’m announcing after I’ve already started working on it and with a well-defined scope. That’s progress.
Development-wise, it serves as a stepping stone to Godfall. It shouldn’t be seen as a loss of focus. The majority of the work going into it are things I had to do anyway, and will carry over directly. This lets me get a game out to the fans sooner, get valuable feedback on new systems and (quite important for me at the minute) get cashflow-positive. It’s also a chance for me to experiment with game structure in a new way.
I’ll have more to say about the game soon. Thanks for your interest and support.
Flash Gaming Summit 2011
Jan 27th

Next month is the third annual Flash Gaming Summit, in San Francisco. This year I will actually be speaking on the panel Polish: Make Your Games Shine. This is somewhat nerve-wracking for me, but it should be good experience.
The hyper-curious will be able to view streaming video from FGS on the day.
Update: The recording of the session is available here. It’ll be of limited interest to most people, though.
Godfall Report: November 2010
Dec 2nd
First things first: It’s now pretty obvious that the game won’t be out this year. If you’re waiting, I’m sorry, but I’m doing my best to deliver on the promise in this concept.
More work was done on skills this month, that’s ongoing as inspiration strikes. The groundwork was also laid for the customization of player sprites, with artwork now in production. The player characters in earlier Godfall screenshots were placeholders, in the final game the characters’ battlefield appearance will accurately reflect their equipment.
What took up the most of my time this month, however, was the world map. I rewrote the code for the overland segments to make it render more efficiently (tile-based) and did a lot of experimenting with different ways of presenting it. Coming up with the final map itself was the biggest element, though, and it is (thankfully) now pretty much locked down. Instead of placeholder locations on a placeholder map, the real things can now be placed. I’ll post the first screenshot of the overland stuff soon.
Godfall: The Grand Delving
Nov 19th
The races of men and dwarves have had a tumultuous history. They have been trading partners, occasional allies, and sometimes bitter enemies.
During the Godfall, with the surface world erupting in death and chaos, an isolationist faction within the Earthern Nations began to gain support. Eventually, it was decided to abandon the surface entirely. The dwarves would begin their most ambitious project ever– the Grand Delving.
A small rearguard force would remain behind, to safeguard their most important sites and relics during the transition. Soon, the great migration will be complete. The history of dwarf and man is entering its final chapter.








