Migblock, How it started.


Prologue

Migblock has gone through many developmental phases over it's life span. In this article I'm going to discuss, and show you, some of the highlights from Game's conception.

Inspiration and Origins

Migblock is obviously inspired by Minecraft.. P.E. No I'm kidding, it's inspired by Minecraft as a whole. But why, and how?

The lead Developer of Migblock grew up playing Minecraft their entire impressionable life and at the age of 14, as 2017 came to a climax, they saw a Facebook programming wizard digital future etcetera thingy and became inspired to become a programmer. Thus their new years resolution for the beginning of 2018 was to learn "Coding" with the ultimate goal of "Building my own Minecraft".

Without any guidance what so ever, the process was slow to start, as they had no idea where to begin. But eventually (1 month later) they found Unity and begun the frivolous journey of becoming a Self-Taught Game-Developer.

Humble Beginnings

I'll save you from the overwhelming technical jargon here. Best Editor!

The first Prototype called "CrossMine" was created in February of 2018 with extremely poor performance and a tiny world of 16 squared! if you can believe it. But the concept was there, breaking and oh yes placing! Now I can't really find any images of this early prototype, nor any source code that I'd be able to compile.. However I did manage to find the Icon.

As you can see.. MS-Paint can only achieve so much in the grasp of an untrained 14 year old..

But the idea was there!

It would be some months before another bid with blocks was to be had. Our 14 year old spent their time making an excessive amount of miscellaneous Projects and Games, all the while honing their skills. Then in September of 2018 a second prototype named "RevivalAT1" was released. It borrowed a rather basic, buggy, laggy and slow Voxel-Engine (The internal program that calculates, stores and displays the Blocks that make up the world).

 This time our 14 year old made the ingenious decision to use an image from the game as the icon.

But there was no saving, the world was large, but not infinite.. and the game took a very long time to load.... But it was certainly progress over the last prototype!

Prototype Madness

Shortly after the creation of the "RevivalAT1" prototype, our 14 year old embarked on a journey to create their own Voxel-Engine. We managed to find some of the source code, and after 4 years, compiled it to bring you these snapshots. How exciting! 

Compiling the first piece of source code, we find this, a simple yet rather significant stepping stone.


The "FINAL" backup of the Engine's source code, when compiled, created this. The Voxel-Engine supported saving worlds, infinite terrain and a build height of 64!


Using this as a foothold our 14 year old created about 2 prototype Games, 

"MiniBLOCK", Get it? 'Cos the textures are 8x8 Pixels! 

And "CreatiMiner" , Just look at that contrast!

Equipped with an entire years practice and research, our 14 year old was ready to embark on the creation of the first Demo.

And that.. is how Migblock begun. 

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