A little news is better than nothing at all. A lack of news implies that a project is dead or dying and nothing is further from the truth with what we’re doing at Brick Mill Games.
Work on creating metadata from the three maps we currently have is progressing slowly, but surely. The Metadata Editor (Viewer, really) is helping Paul with the tedious task of eyeballing his maps and entering a shorthand code for what the map describes. A pleasant side effect of this is that this extra attention to detail has led to the discovery of a few map errors, which are being fixed. There weren’t many, but they were there.
In the future, we will have a Map Editor which will be able to handle both the graphical construction of maps as well as its associated metadata. The plans churn in my psyche, but they will have to wait until we get the base project off the ground.
A Change in Course
The TOCS Future: Next Steps
The ultimate goal, besides getting this idea into actual production, is to be able to get it working well enough to get play-testers on board, including the two of us. As deep into development as we are, we’re both itching to play the actual games; that’s how much fun we think they are.
Our first development goal is to have a working game client ready by the Nor’easter XXIV ASL tournament at the end of March. At that point, we’ll be in a position to determine if we go to ConsimWorld Expo 2020 in Tempe, AZ to showcase our ideas in front of a larger audience. These ambitious plans are the primary reason why we’ve both been “nose to the grindstone” and working like mad to ensure that we have a quality prototype to show people.
Steel & Steam
Due to this pressure, and given that TOCS is the primary reason why we embarked on our Brick Mill adventure, S&S and my other game designs are on hold. I still mull over and jot down design ideas from time to time, but those projects are on the back burner for now.
Truth be told, in spite of the pressure, this project is probably the most fun, creative, stimulating and fulfilling experience of my professional life. I’ve had quite a few of these game development ideas in my head for two decades or more and it’s nice to see them come alive. Thankfully, Paul and I make a great team and that, more than anything, will allow us to be successful.
If only this was my day job…