Anyone interested in making a "simple" race track for free?

DISCLAIMER

Let me begin this with the simple fact that I am broke and sadly will not be able to pay you :confused:, but if you know someone who would like to do something like this for free please send them my way.


##The Project

If you are still reading I love you

Now that Iā€™ve complained I can move onto the project at hand. Iā€™ve been working on a game for quite some time now and since the ā€œofficial releaseā€ I have advertised the game a couple of times, but have yet to get it popular. While the game is not 10000% perfect I think that one of the elements that keeps the game from getting too popular is the lack of maps. I am by no means a good builder, but through hard work, sweat, and tears I was able to create two ā€œokayā€ maps.

My game is a top down ā€œ2Dā€ racing game that has slippery controls and 90 degree turns. There is no collision between players and the balls move quite fast.

Here is a gif of the game. This was a while ago and the ball size has decreased half a stud(from 4x4x4 to 3.5x3.5x3.5):


##Pictures

Here are pictures of the first map:


Here are pictures of the second map:


##Guidelines

Because of how I made the game there are some basic rules that you must follow for building maps.

  1. There can only be 90 degree turns. This is because of how I made the game handle collisions
  2. Donā€™t put boost too close to turns. This will be a requirement until I figure out how to deal with collisions and fast moving players
  3. The map must be immersive. I donā€™t mean huge, I mean that the player should not be able to see the skybox or a blank space on the ground. Try to fill up all empty spots with something random
  4. Try to give your map some kind of theme
  5. All of the ground pieces must have the same Y value.
  6. Make the track as wide as you want, but donā€™t make it small. The controls arenā€™t super easy to use and I donā€™t want the game to become too hard
  7. Be creative

##Final Comments
I know this seems like a lot for someone to do for free, so Iā€™m not going to beg or anything, but if you want to make a map send me a PM on Roblox and I will get you started and answer any questions you have. If you decide to make me a map I will put your name everywhere in my game to compensate for not paying!

If you would like to test out the game to get a feel for the slippery-ness click here

Thank you for reading this far :slight_smile:

No you just need more explosions.
Explosion when race starts, explosion when you hit wall, explosion when you hit weird arrow thingy (powerup???) on ground, explosion when you reach finish line.

If required, disguise the explosions by changing their texture, color, sound, and light effect.

goes to actually PLAY the game

Feedback:
-Try to shorten/structure the ā€˜Aboutā€™ box text, its a bit long (given that all it really needs to say is ā€œcontrol with WASD/arrowsā€, and even that is completely unnecessary because everyone on roblox knows to use those to move).
-The game interferes with reading the about box (music, maps keep changing, screen goes white and blocks the box every roundā€¦)
-Cant drag the scroll bar (Maybe you can make it thinner to make this clearer if intentional)
-Not clear enough that theres multiple tabs in about menu (add number like 1 / 3 to indicate which tab Im at)
-If possible, size the about box according to screen size, it feels small.
-I like the example thing for the commands, use same format for the other examples of commands in same tab to give nice structure to those as well
-The ā€œclick here to become supporterā€ needs to look different than regular text in about box, as its a button
-Add trail behind ball and/or thing to visualize current direction and/or intended direction (where WASD wants to go). Currently its sometimes confusing where the ball is accelerating/going when its bouncing all over the place (I think something like that would help). (I now notice there is a shop for these, but at that point the player has already left the game, so you want to give a trail immediately, even if its a basic one)
-Possibly dampen velocity of ball when it hits a wall, to avoid it rapidly bouncing between walls (while both discourage hitting walls, dampening velocity would feel less annoying than losing control due to bouncing all over the place). Currently regaining control is pretty much impossible once it starts bouncing, and thatll happen all the time for new players (and people like me who just cant be bothered to control it properlyā€¦).
-Add images to represent the shops somehow, so its easier to tell what they are and where they are.
-Ball rolled away from shop before I could buy the free trail (freeze the ball or something, not just stop it, because user will almost certainly be holding WASD making the ball roll again)
-Shop was annoying to access generally (maybe make it a big well visualized radius around the shop)
-Somehow I ended up stuck outside the path at one point (and againā€¦) (and againā€¦) (and againā€¦)
-The default trail was not even equipped by default when I ā€˜boughtā€™ it.
-The default trail spawned particles way too slow to be of any functional use.
-I dont know if you have anything like this because nobody else played, but add some form of social interaction between racers (either actual gameplay things, or just simple ā€˜signalsā€™ people can activate to communicate, like do something when a player passes them, or to express frustration if they slow down or get stuck or whatever)
-Make it clearer which direction to go when race starts (sure its obvious once you play it once, but it would be visually nicer to have some arrows or whatever)
-Make speed boosts more visually appealing if it matches the intended aesthetic (could be longer as well, I feel)
-Maybe you can add some obstacles to break, ramps/tunnels.
-Instead of getting credits only based on position, you could also have some as ā€˜powerupsā€™ on the map (a more obvious/immediate reward for being ahead and controlling well)
-Make the ā€œCredits: blahā€ display stand out more, as thats supposed to be a major source of motivation to do well (also make it clearer when you receive credits when crossing finish line)
-The speed indicator in top left is useless because youre not looking at the top left corner when racing fast through the track. Either have a visual indicator AT the location of the ball (or some audio indication), or dont have one.
-At first I assumed the speed indicator would display everyones position on map relative to you (so you see who is behind you, who is ahead, how farā€¦). Maybe you could add that (or something similar)? (seeing your progress/situation is important I feel)
-Maybe you could add a key/button that you can DROP credits with (to bait other players, or just help them out by donating a bit). With a limit of course.
-Also move the time and current lap so theyre not hidden in the corner. And show how many laps theres total, not just which one youre on currently.
-When failing to buy color/material, all you get is a sound, and you have no idea why you cant buy it. Theres a small text at some edge stating that they all cost something, and a small error in the very corner of the screen stating why you cant buy it. Just put the cost on each button directly (or make the text more visible) and move the error in the middle of the screen.
-Its not clear when match ends, everything just stops with no indication why. Just show some quick text like ā€œTime limit reachedā€ or something.
-Also move the notifications (ā€œMoving playersā€¦ā€) in bottom of screen to center so people actually notice them.
-Also make the info/about button not be a tiny icon (was confusing when I wanted to actually look at it again)
-When I chat on my EU keyboard (shift+7 to type ā€œ/ā€), it adds ā€œ/ā€ to the start of the chat for some reason. I blame roblox for having to do that, but check that its not something youre doing that causes the ā€œ/ā€ to be entered in the chat message itself and then i have to erase it (because it doesnt happen with roblox chat).
-I feel the speedups do nothing if youre already full speed (which you are most of the time). Increase max speed and add some dampening force (ā€˜air frictionā€™) to allow speedups to take you beyond the default max speed. Or decrease acceleration enough that you cant easily reach max speed without speedup.
-Slow down the ball over time, its annoying that it just keeps on moving forever if you give it the tiniest acceleration. This could either be a small dampening for making lobby feel nice, or a larger effect that affects gameplay (which you have to test to see if its good).
-Draw a face on each ball or smth (could be GUI floating near it with players character) to make it feel more like competing against other people, than abstract geometric shapes.

But yeah bigger/better maps are ultimately the main content of the game. Just needs more detail, less flat environments (like maybe some bridges and such for cool parallax), maybe moving things in environment (could be just visual, or affect the race track). Lighting effects, maybe some slight shader effects. Particle effects related to some environment objects (like some steam pipe or whatever).

edit:
Also one more thing, neither the name or the thumbnail of the game me anything about what it is, so I would have zero incentive to click it if I saw it on the games page. Even looking at the description, its still a bit like ā€œFor all I know, this could be some horrible free model mess someone threw together in 10 minutesā€. Add gameplay images (either in main thumbnail or in alternates, preferably former), and add some indication that its about racing with balls in the name/image (like ā€œRacingā€ under the ā€œSlick Slidesā€). Though this might just be something you left for later.

If your implementation allows it, you could also try to make a simple AI racer (both for when server is empty, and when server isnt full, if the game feels better with full set of players). It could be really dumb, like ā€œroll in the direction of the trackā€.

2 Likes

Can I suggest something for the gameplay - from the gif you posted it seems that the camera is rigidly fixed to a point above the ball - maybe try using a more ā€œfluidā€ approach with the Camera.CFrame parented to a part with a BodyPosition inside updating to the X/Z position of the ball + ~30 on the Y axis every RenderStepped. This might be exactly what youā€™re already doing, but if so I suggest lowering the force youā€™re applying to the BodyPosition as itā€™s far too bouncy and stiff.

P.S. If youā€™re planning on monetizing the game, Iā€™d suggest offering a %tage of the profits for building each map. That way itā€™s an incentive to build a good map and you donā€™t have to pay up front.

Hey, I saw that game on Twitch a while back and it looked pretty good!

One thing you may want to consider about payment is offering the builder a percentage of the profits until the amount is reached, that way you donā€™t need robux to pay the builder, you still get the map and they still get paid.

ā€¦I just realised Iā€™ve been using your countdown timer in my game, @ solarfloss.
https://www.roblox.com/countdown-item?id=166439671 LOL

Are ramps /jumps /obstacles /spinning ground possible?

@Waterlimon

Oh my gosh. That was a lot. Thank you though. Iā€™m not going to reply to every single one, but youā€™ve made some very good points regarding the game. Iā€™ll probably add everything youā€™ve said lol. I like the AI idea the most. Iā€™ve never worked with AI so that should be fun.


@VonStalhein

Yeah in an older version I had the Camera:interpolate function and it was a smooth transition, but I thought that it might get a little hard to play the game since with the rigid camera you can see the turn coming up ahead if there are back to back turns. If Iā€™m going to do this the camera will be slighty behind at best. But I do like the idea.


@Maelstronomer

Yeah I played your game one day and I heard the timer and I noticed that I made it lol. At this point in time I canā€™t have anything special like that because of how the hit collision works. The ball actually has CanCollide off. The client is constantly checking to see if there is a wall in the way, and if there is it just reverses the velocity. Since your here I might as well ask. What are you using to move the balls in your game, because while I like the style of my game yours is much more efficient. Thank you for the response.

Feedback on your feedback: Too much feedback.

@SolarFloss I want to ask a question which might sound kind of aggressive could also be kinda important.

Why should i play your game when there are titles such as Super Blocky Ball, Marble Rider and Sanic Ball? What makes me want to play your game? What makes it stand above the others?

1 Like

Is this a rhetorical question? Like do you want me to consider what makes my game different. If not: what mainly seperates my game from the other racing games is the 2D aspect of racing. Itā€™s top down and the slippery physics really adds variability to each race. While it may not have the banks and jumps like other games, my game has( adding more ) more accessories and customization abilities than the others.

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I personally think that the 2D aspect limits the variability, Maybe instead of investing time in making accessories you could consider making the maps more dynamic. You could add random driving cars you must avoid, piles of crates you can knock over, or anything else that can be randomly generated to make every race feel more unique.

1 Like

I feel like some people would think of the 2D aspect as a ā€œrefresherā€ or something rather new. Of course thatā€™s a small demographic, but itā€™s something. I do actually plan on adding more items and obstacles to maps. The game is still rather new in the grand scheme of things so I am still testing things out and figuring out what works and what doesnā€™t. You are right though. Having 2D really does constrict what can really be done with maps. Thatā€™s why I plan on adding a lot in terms of small minute elements in the games. I think I will plan on focusing more on scenery of the maps first and then start thinking about what else to add.

Thanks for the feedback

Iā€™m using body forces like body velocity or body rotational velocity. Editing the velocity and rot velocity of bricks works too.

I think I might change my gameā€™s race start sound to avoid confusion lols

An idea I had last night that might help you have a ā€œUSPā€ would be a randomly generated map. I know it would be quite an effort to get completely right, but Iā€™m assuming that once the framework is there itā€™d be possible to add in all the detailing and effects moderately easily. You could even slow down the generation of the map and have a camera following the map as itā€™s made, so players get a feel for it before racing.

Just a thought.

@Maelstronomer

I suppose you could but I donā€™t think it would make a difference if my game doesnā€™t get popular lol


@VonStalhein

I actually donā€™t think this would be too hard since the only has straight and 90 degree turns. Thank you for the idea. It really is great

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