Creator Roadmap - AMA with Dan and Manuel

We will be using a simple and scalable form of creator verification (verified and in good community standing) as opposed to manual application approval. We will be sharing more details in the future on this.

Regarding your question around support for higher-resolution assets, we’re aware of this limitation and moving towards being able to support through increasing Engine performance and asset delivery optimizations.

For moderation, check out this answer.

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Adding on to this:

I’d love to know what efforts (if any) are being made to bring Roblox to current gen consoles such as Nintendo Switch and PlayStation 5 and what some of the challenges are. It’s hard to justify adding console support to games if we can only tap into the players of 1/3 of the current generation of consoles. Furthermore, are there efforts for developers to have more granular control over what devices our games are allowed to run on, such as configuring minimum/recommend device specs? Without this more granular control, it becomes very difficult to deliver a consistent product to all players.

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I worry as though a split which favors the seller more than the creator of the item isn’t fair towards the creator. Also, as UGC becomes open and competition increases exponentially, perhaps a cut like:

Sold on Marketplace - Creator: 70% Roblox: 30%

Sold in Experience - Creator: 40% Experience: 30% Roblox: 30%

may be more fair towards the creators of the items, while still benefiting those who earn by selling it in their experience.

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I am interested in understanding if there are any plans underway to enhance developer-to-developer interactions, particularly in the context of an official Roblox-managed Asset Marketplace. This marketplace would facilitate developers selling their pre-existing creations, with the transaction medium being either ROBUX or real-world currency.

Lately, we’ve observed the rise of “sales hubs” games within the Roblox platform, where developers can order a range of assets such as UI, scripts, maps, and so on. These assets are subsequently dispatched via Discord, relying on external software. Further, there exist unnamed web portals where developers are selling their created assets for actual money.

One of the primary challenges associated with these practices is Roblox’s ability to adequately moderate such activities. Issues such as scamming are prevalent within the developer marketplace community, raising questions as to why there isn’t a more substantial effort on Roblox’s part to manage a designated Asset Store. Successful models for such platforms exist within the game-development community, such as the Unity or Unreal asset stores. The introduction of a similar platform on Roblox could open a plethora of opportunities for creators.

To summarize, is there any consideration or plan for a Roblox-owned developer marketplace that enables developers to conveniently sell their pre-existing products to other users, somewhat akin to the Unity Asset Store?

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Please see the answer to this question here.

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When it comes to Weight in ROBLOX, large scale objects or buildings don’t really have weight when it’s falling or when anything is collapsing.

Here’s a building falling in ROBLOX:

VS a building falling in a movie: G.I. Joe: The Rise of Cobra (6/10) Movie CLIP - The Eiffel Tower Falls (2009) HD - YouTube

Also will we ever be able to edit CoreUI to match our game? Things like the Topbar buttons, and it’s size, transparency or even changing the icons.

What happened to this Topbar?

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Why are they avoiding the question

Several have asked it, it sucks

This is what screaming at a wall feels like

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Regarding C++, see this answer here.

Right now, we’re not looking at adding platforms for Studio such as iPad. Instead, we are very focused on more powerful APIs callable from within a Roblox experience that allow creation. We imagine a future where you could create an experience that could publish any kind of content back to the platform - from objects to avatars to other Places or experiences. These creation experiences will of course run on every platform the Roblox client runs on.

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Absolutely in agreement with this. Roblox needs to start paying their creators the fair share.

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With the introduction of a stronger anti-cheat system, some experiences still use and prefer custom in-experience moderation tools.

Will we ever see the introduction of a Moderation Service where creators are given some in-experience moderation tools such as the ability to ban a user for a set period of time?

The current system relies on data-stores or some other way to reference UserIds and just player:kick() on join, it would be nice to have a more user-friendly service.

We’re investigating SurfaceAppearance.Color but don’t have any news to share. We don’t have any plans to add Z-index, but we are investigating layered materials.

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Hey, do you mean like ID verification? (ID verification is completely useless anyways)

I hope to see a trusted and actually useful way to verify creators!

Thanks.

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Please check in with VC moderation, as this is not the case at all. Many users are getting banned from VC after bad actors are sending in false reports. Moderation provides no reason for the ban and appeals team claim (in a exact copy pasted email) that you have had “multiple violations of community guidelines” I said 0 words at all in VC and somehow got banned- there is not way to explain how that is fair.

I really hope this gaslighting will stop. No, moderation still isn’t good or anywhere near that. It’s really disheartening to hear Roblox continue to emphasize that they have world class and fair moderation when in reality anyone who has had to experience this knows otherwise.

The post about the problem:Voice chat moderation : Moderation reason needs to be given when banned from voice chat - #10 by OneEDM

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Hello!

We LOVE the feature with the introduction of user-generated limited unique items, as well as being able to distribute stock copies through experiences. This has opened doors for many creators to hold in-experience events where free limiteds are distributed as well.

Will we ever see non-limited items have the option to be distributed as free rewards in experiences?

Thank You!

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Ooooooh, layered materials sound delicious! I’m going to whack on another question; are there any discussions about allowing materials to better respond to their local area? For example, think being able to have grit and dirt appear in crevices on a mesh, or having edges look more worn away than central areas.

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Hello! I have developed a plugin that measures data sizes of incoming remotes to help developers optimize their network data.

Being able to find out how Roblox compresses and packages data when sending them through remotes would be awesome and help future-proof my plugin! - I had to almost solely rely on dozens of self-made benchmarks, coupled with some insights from rojo’s binary model docs.

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Hi, I know you guys are busy, but instead of brushing off ever UGC creator’s complaint about the unfair percentage split we get, can we just hear that you guys will consider what we’re asking for? It doesn’t have to be much. A 35/35/30% with games and even 50/50% in marketplace would mean worlds for us to know you’d at least consider thinking about.

We’re investigating a very Robloxian foliage/set dressing/scattering system, but we don’t have any details to share at this time. Feel free to give us suggestions as to what features you’d like in it!

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Do you guys plan on saving this for the last? Or will there be any acknowledgement to @Noble_Draconian 's post(s) Seems a bit odd nothing has been said on the top post is all. Just curious cause we’re well past the 90 minute mark. Clearly (at this moment) 72 of us want to know.

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We don’t have a timeline yet but this is something we’re looking at adjusting as we start to roll out video for all creators.

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