My thanks to Andy the Magical Code Monkey for taking the time to sort this blog out after our intentions to resurrect it were discussed this weekend.
This development blog was originally started by another of our number a little over a year and a half ago. Sadly we weren’t quite ready to blog what we were doing because, being brutally frank, we didn’t know what we were doing and the enormity of the task ahead hadn’t really sunk in. We’re still still learning stuff and a long road lies ahead of us but… now seems the right time to pick up the baton again.
First off then …why blog?
There are number of reasons why we’ve started to blog this experience, not least of which is the fact that what we’re going through is such a unique experience in itself and therefore worthy of sharing. Indie game development is not terribly rare these days but it’s definitely something that most (normal) people never try or even consider trying. Amongst the innumerate reasons why normal people don’t all become indie game developers is the fact that it’s rather difficult. If something is difficult then I’m personally of the opinion that there’s some small value in sharing that experience with others in the hope that it may encourage them in the long dark hours that lay ahead of them. Of course eventually it will serve as a nice marketing tool for us and also its kind of fun.
So a little about where all this came from I think….
I’m Mike, the designer and creative director of “Epoch: Battlescape”, the game we’re all now working to bring to the world. Epoch started life as a loose collection of ideas I had well over 15 years ago now and, whilst it’s evolved somewhat since then, the basic core principles of the gameplay I envisioned back then are still very much intact.
This is the third attempt I’ve had now to get this game off the ground. The first attempt was a rather half-baked suggestion in an email responding to a old boss (hello Adrian if you ever read this) who asked for suggestions on how our struggling dotcom might make some headway in the online gaming market that we were attempting to forge at the time. He didn’t take me seriously… and to be honest I wouldn’t have either. Worst. Pitch. Ever.
The second attempt was sometime after the original dotcom had folded and was slightly less half-baked. I got a real development company interested in the idea in principle and pitched it to a few grown ups. But we didn’t really know what we were doing (still) and it showed …we needed money, and I wouldn’t have given it to us either if I’d been them.
So …fast forward a few years. No-one else has yet made this game I so desperately want to play, and to be honest the obsession with designing and building it hasn’t dulled any so I started again and begin recruiting like minded, but infinitely more talented, souls…
I think that will do for now… next time I’ll try to talk about the learning process, why it’s taken so long to get to this point, what you need to do to get your project off the ground and bacon sarnies and how they will one day rule the universe!

