What are you working on? (Megathread)

For my current project I have had to rethink the way I build terrain. Usually I would create mountains / hills with flat tops, but for this project it is important that players ‘slide off’ those inaccessible areas. I managed to come up with a design that blends parts and meshes to create precise vertical rocky walls with slanted tops. The lighting does feel a little off in some areas, but overall I’m satisfied with the result.

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I recently released alpha gameplay footage of my game that has been in development for about 4 months. Super excited to finally begin the marketing / “hype” phase of development! I’m really happy with how the game is turning out, and ultimately hope it will serve as the foundations to start up my company.

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Added some stuff to Studio Tweaks for dynamic hover box resizing, disabling the UI editor, and visualizing Welds/JoinInstances.

Also working on a lizr…

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Released a couple open source things that I made for fun and practice!

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Recently been working on a pretty elaborate ragdoll featuring; x-ray damage, grabbing, dislocation, first person & ragdoll movement.

image

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I’ve published an article on how to use the MicroProfiler:

I’ve also published documentation regarding the MicroProfiler here:

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I released my Code Templates plugin.

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Working on a chess game with friends! This is not my build but this is one of the many sneak peeks of the game… https://twitter.com/SuperDuperGms/status/1366377203676643330

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I took a stab at creating a UGC item and I think it came out alright for my first attempt. Behold, the head cannon! (Get it? wheeze)

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More racetrack stuff. This time with new textures.

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This looks like it will feel great! I love how smooth the vehicle glides through the turns, it’s such a good blend between realistic suspension/driving and the arcade-like fine control.

Made a new open source module: AlarmClock!

Allows you to easily control whether the physics engine may put parts to sleep. Important for waking vital gameplay elements during crucial moments, as you’ll see in the post.

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Hey Gavin. Just released RTrack V3 which I’ve been working on for a few months :slight_smile:

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Haven’t posted to one of these threads in a while, so have some voxels:

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I just started my game development unit in college!

Starting off by making a 3rd-person camera. Managed to make it super reusable with CollectionService tags & Attributes.

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Arguably one of the biggest hurdles of creating games on Roblox is setting up the game’s infrastructure, a lot of time is spent trying to make something sustainable and that would allow the game to be easy to maintain in the long run. From dwelling on the specifics and logic to trying to create clean and easy to maintain code. This causes the game to be delayed at best or even abandoned at worst.

I’ma be honest I was one of those developers, as when I make something I always try to do my best on it and not just leave it at a bare minimum working state. At least… until I had enough…

Several months back I started a project with my friend Xeptix, to create a system that can be set up and ready to work within minutes. Fast forward to today, we now have a fully functional system that provides:

  • DataStorage and management
  • Super easy to create and use Leaderboards
  • Fast Flags
  • 0 set up required - out of the box analytics
  • Custom and easy to set up data tracking
  • Full support of LiveOps
  • Moderation system and logging
  • Error reporting

and we still have a lot more plans!

Cool but can others use this?

Short answer: Yes and No.

No, this is currently closed to internal testing, we’ve recently tested it with a soft launch of one of our games and we’re happy to say it did tremendously well, so much so that we’re now moving onto the next stage which is creating a proper site for developers to use and interact with this system!

Yes, we will be opening this as a System as a Service (SaaS), where we’ll be offering a free plan to allow people to test it on their in-development games as well as few other plans that you can choose from (or of course can contact us and have a tailored plan :wink: )

Noice, so why post about it now?

We want to see how many of you are interested in this based on what I’ve written above. (More details will come upon launch of beta)

But wait before you move on… I’ve got one last thing…

We are trying to think of a name to give this project that appropriately represents what it is. Though neither I nor Xeptix are good with coming up with names, so we thought to see if you might have a suggestion! If you do let me know!!

Got a question or comment? feel free to DM me on Discord or Twitter (@Roblox_Omar)

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I made a horrible web CLI in Deno that allows you to use StyLua in Roblox Studio.

Please don’t use it as a reference for good code. It is not.

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I wrote a plugin to ease the workflow for my popular open source work, WindShake.

The workflow for WindShake required some programming knowledge, a tag editor plugin, and properly typing your manually created Attributes. Really not ideal for something that’s used by artists with none of those things, so I made a plugin that handles everything under the hood and exposes it in a familiar “properties” style interface. I also added a Preview window so you can see what the WindShake will look like without having to playtest your game!

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I made a scripted windchime that i’m really proud of and then @CreatyChameleon gave me a great lesson on terrain work, and together we whipped up this bad boy!

The inspiration was from all the windshake videos and thinking “i wish those trees had windchimes”. It uses a tag on a base part and then just plays a sound at a different speed every time one of them is hit. I messed around with attributes for a while as a way to provide props (tone variance, rope length) to something with a tag on it, it works ok but it really made me miss OOP.

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I’ve been working on some Roact components which implement familiar Studio UI elements including Buttons, Checkboxes, Scrolling Frames, etc.

These are intended for making plugins with consistent and recognisable user interfaces. Theming works out of the box and each component is highly configurable.

Here’s what I have so far:

Project is very much WIP but the repo is here if anyone is interested in checking it out / contributing in future:

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