A fresh start…

kaiagan Avatar

This project isn’t new. In fact, looking at the dates in my various archived folders, it’s actually older than I thought: october 2017 is the date of the oldest file I could find, but at that time I was just playing at making a game.

I had this idea for a blocky, voxel-style game, with procedural generation and all that jazz – let’s use the M word: a Minecraft-style game.

Very boring attempt at making something

The beginning was rough, and the maps were tiny! I didn’t know how to approach this, so I made the mistake that probably any beginner makes when approaching such a game design: the world is made of blocks, so I have to generate all blocks in the world!

I was focussing on making things pretty (depth fo field, etc), but the maps where actually very bland and simple.

Since then, a lot of things have changed, not only on my side but on Unreal Engine: UE got better, and I learned a lot. So much so that I think restarting from scratch is the way to go.

However, I think my goals since the beginning of this project haven’t changed: I just found this very old pic (similar timeline as the previous one). We can see that I was already focussing on allowing the player to design their own custom blocks.

Indeed, the above is made of custom blocks designed in-game and then placed in the world.

Now it’s time to start again, with better preparation, skills, and a better vision as well. I have just uploaded a video showing the state of the project when I ‘abandonned’ it a couple of years ago. I think that by the end of this year, I should be in a relatively similar position with the new project, but with much stronger fundations for the future!

It’s all pretty exciting and I’m looking forward to it!

An old test, you can see how small the maps were by looking at the edges at the top left and right corners.


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