Statistics. Or, “how many codes?”
May 6th
Earlier today my brother pointed me at this neat little plugin for FlashDevelop, so I’ve been compiling some statistics from my various projects.
The first Monsters’ Den is built from 21,091 lines of ActionScript.
The more advanced expansion/sequel, Book of Dread, ran to 30,024 lines of code.
The game I made with EA, Dragon Age Journeys, has a whopping 58,667 lines.
My new project, Monsters’ Den: Godfall, is currently at.. 11,509 lines. It’s much more efficiently written than the old Monsters’ Den engine but still, I have a lot of work ahead of me.
Godfall: The Cult of the Outward Path
Apr 27th
The Cult is an old organization, with a history reaching back hundreds of years before the Godfall. Since then, however, their numbers have swelled. They believe that better worlds exist, if one can only master the knowledge and self-discipline needed to reach them. In a shattered world strewn with the corpses of gods, this idea has found growing support.
The Cult also provides a rare opportunity to escape the oppression of the clerics. It is one of the very few sects able to provide genuine protection from the demonic to its followers: the powerful Cult Magis, in their study of Planar magic, have discovered a way to seal a person’s soul.
Utilizing the lumbering constructs known as Nexus Engines, the Magis constantly poke and prod at the boundaries of reality. This sometimes ends badly, as most realities are not nearly as hospitable as the Cult implies to potential members. Many Magis have learnt to call forth creatures from these nightmare planes, to serve them on the battlefield.
The elite of the Cult are the Enlightened: humans who have crossed the veil and returned, changed. They are seldom seen, and almost nothing is known about their true nature or motivations.
Godfall: Relics
Apr 16th
There are many changes and new concepts in the Godfall item model. One of these is the relic bonus. Several different types of item can have relic bonuses, including equipment.
The Company Keep has a certain number of slots for holding items in the Reliquary. These can be rare items or trophies you feel deserve pride of place. For more tangible benefit, you can place items with relic bonuses to passively confer the bonus to the active party or even the whole company, depending on the bonus type.
Forum
Apr 14th
By request, I’ve added a forum plugin on a trial basis. I’m not sure how well it works, or if it’s even set up correctly, so if you use it let me know.
Company Emblem
Apr 6th
When you create your new mercenary Company in Monsters’ Den: Godfall, you’ll be asked to create a Company Emblem to represent them. Here’s your first look at the emblem design screen.

The emblem you create will appear in various places in (and outside) the game. Combined with the ability to enter a custom name, no two Companies need be exactly alike.
This is the first actual screenshot from the game. Please bear in mind that it’s early days, and almost everything you see here will change before release.
Birthday
Apr 3rd
Today is the day I became unacceptably old. Don’t worry though, work on Godfall continues apace. I still have a few good years left in me.
Book of Dread Revision 1.85
Mar 25th
I updated Book of Dread with a new (very minor) revision today on Kongregate.
I changed the branding from Biclops to Monstrum, and there’s a new item for those who’ve been clamouring for a challenge: Pandora’s Box!
Putting Minds To Rest
Mar 22nd
Up until now I’ve mostly been posting background material that hints at the new game’s mechanics, but it seems like some people are getting a bit worried so it’s probably best to clarify what Godfall is and is not.
In Monsters’ Den: Godfall, you take control of a fledgling Company. You build a roster of (created, customized) heroes, from which you assemble parties to tackle missions provided by the Order or private interests. The game no longer takes place in a single, continuous dungeon, but it is still very definitely a dungeon crawler.
It’s not a linear, narrative-focused RPG. It still relies heavily on procedural generation, and still allows for unlimited play.
Godfall: The Companies II
Mar 20th
Every Company has a base of operations. For those newly established it may be as humble as a local tavern, while more powerful Companies will typically lay claim to a keep that can house support staff, reliquaries, and training facilities. The size and strength of a Company’s fortress is the most visible sign of their wealth and prestige.
It is rare, though not unheard of, for a Company’s home to come under attack. Agreements between Companies are often entered into for mutual protection, as well as to tackle missions too large for a single group to manage alone. An alliance of this sort is called a Grand Company, and in political and military might is second only to the Order itself.
Interruption
Mar 9th
I am currently in San Francisco for GDC and the Flash Games Summit. Your regularly scheduled updates will resume soon.
