I am creating a meme game wherein I am trying to implement a drunk or a drugged screen sensation if the player does a particular task.
I’ve searched throughout the ROBOX Tos to find if this is allowed or not but it doesn’t seem there is even a single word about using a drunk or drugged sensation on a person screen or I can’t find the specific article about it.
Pretty much what @buildthomas said. The intent is the main thing. Otherwise I’d just try to make it as viewer-friendly as possible to avoid motion sickness and an epilepsy/seizure risk.
If the context you’re applying this effect in is appropriate for Roblox (ie. an indicator of being poisoned, confusion from a shockwave, indication that you’re low on health, etc), the effect itself is fine. If the context is not appropriate (use of drugs, drinking, etc), then absolutely not.
That’s something I’ve not figured out yet, I am thinking about letting a player drink out of a bottle and then receiving said confusion or something similar to that.
Drinking from a bottle and becoming confused is an unmistakable alcohol reference and even if you do not label the bottles, is not appropriate.
If any do exist, the primary function of the gear would definitely not be to simulate drunkenness. If you find any gear that do this, feel free to share them.
Attempt twisting it into a potion(just slap a label on the beverage that mentions about the effect), follow it up by calling this ‘effect’ for nausea. I think that’ll do.
Provided the sole function is not to make the player confused, but is rather regarded more as a side-effect (eg. Nausea from a speed potion that makes it difficult to see where you’re going), using the effect on an obvious potion might be fine. This issue is very subjective and depends heavily on context.
Why not setup some mesmerising object (swirling circles).
If player is looking at it and is within x studs then activate the confusion process.
Perhaps have the effect last for a short time even if they move away.
If you do do it, make sure the player knows strictly it is a potion and what it does. Try putting a Gui that says “Nausea” or whatever it simulates. Though, make the bottle nothing like what the title references. Try putting a clear difference from a “drunk” effect in the simulation. As drunk would get you dizzy, and your eyes wonky, make it do the somewhat opposite. Not saying completely disband your idea of making them feel dizzy, but put a clear indication that they are not simulating being drunk.
In a game I played a while ago, Club Boates, there was something called “Boate Cola”, in which made a “drunken effect” on the screen. I’d assume that this is not against the rules, as long as you do not directly state or obviously make it alike to alcohol (for example, putting it in a bottle that looks extremely similar to one that alcohol would be carried in). It depends on what you are using this effect for.
Despite all of the replies which appear to defend the idea so long as the effect of drunkenness is rebranded or repurposed, I agree with @buildthomas insofar that the very fact you’re intending to simulate drunkenness at all is misleading for the children playing Roblox.
A story game in which the player “drinks poison” and is rendered vegetative is much different to a meme game. Personally, I would only do the former in the event that it actually was poison; I wouldn’t use it as a mask for alcohol.