Devlog #1 (Perilous Vision)

Devlog #1

Hi Devs! I’m Awdiow! (It’s pronounced “Audio”) I have just recently been working on my game Perilous Vision and thought It would be cool to document it on the dev forum!

About Me!

I’m a solo dev working on one game currently (Perilous Vision) I’m very new to the dev forum and new to making games so any advice at all can help! (Just keep it constructive) I’m still trying to figure out what everything does here.

My Progress

If you would like to playtest the game so far here it is! Perilous Vision Link.
I’ve worked on a lot in this game without really telling people so I will catch you up!

1. Where did the Idea come from?

Before I even start talking you should probably play the game to understand the jist of everything in it that I’ll refer to!

Anyways, I first started making this game by just looking around on the internet, I came across a “Byteblox” video that was referring to making a “VR” in roblox studio. I found this pretty interesting so I decided to make a game about it! I was able to follow through on the video and tweak his scripts so that it was a new concept (Still credit to him though), I then started work on the map…

2. The Map

I was searching around for a stud texture that actually looked good on models (Surprisingly hard to find by the way) I wanted to mimic the style of games such as “Steep steps” and “Altitorture” (Keep in mind, at this point I wasn’t sure I was going to make this a full game because in this time period I kept having amazing ideas, just to slowly not be able to make them work), Anyways I started work on the map and the basic spawn area.

The Spawn Area -

3. Motivation?

Like I said I didn’t think this would actually become my main project so I had only worked on it a little and added a few parkour jumps. I decided to get some of my friends to play it and they loved it! This was by far my best game yet I just didn’t know it. I kept working for a few weeks and was able to make a checkpoint at 100m, but after that I kind of just quit working on it for a while. Fast forward 3 months later and I decided to give it a shot, I had a ton of my friends supporting the game so I decided to not give up and I pushed through for about another 2 weeks and made the 200m checkpoint and now we’re all caught up!

Thanks!

Thanks for reading my post. (even if it wasn’t the best)

NOTE: I’m unsure if this is allowed so I won’t add it currently (please tell me if it is or isn’t), I was wondering if it was allowed to add links to developer products for donations? I’m not trying to be greedy I just need funds to advertise my game!

Thanks for your time!

1 Like

Any Advice or answering the question at the bottom would help!

your advice is to stop with this style and create something unique or go for semi cartoony realism.

this “stud style” never looks great and is copy and pasted. very bland and frankly lazy

To be fair the

Is used in majority of roblox games and also looks like plastic which I could argue it can be more “Lazy.”

With the cartoony style it can also be

because of the lack of texture. In the end I think it’s all a matter of opinion.

I’m also not asking people to tell me to quit my game, It’s not like I can go through every single part and remove the texture. Everything is unique in it’s own way but some people can’t see that.

Ikr lately ive been getting tired of the classic stud artstyle it was good at the start but its starting to get old and I think this is great advice

Alr so I played your game and so far its overall just meh. The Idea of the game is fine I just think it could be executed better cuz it feels like just pressing R at the right time and there could probably be more to the mechanic

Good advice, but like I already said before, There’s really not much I can do to “Change” Or “Add” to the mechanic since I’m already pretty far in. Also I’d like to add that the whole idea of the game in generally pretty simple and I plan on keeping it that way, I personally like games that are focused around one main mechanic. (I understand there’s not much to do with the mechanic but I’m still working on this game and plan to add other obstacles that use the mechanic.) I generally think most of this is based on what types of games people like. Some may love the classic style while others may hate it, some may love the simple mechanics while other people want more complex ones. In the end it all comes down to opinion.

Go to workspace > search > Texture > ctrl+a > delete

Doing that would break a lot of the scripts I have in-game by the way.

I don’t see anything wrong with the studs/classic look you’re going for, it really depends how you make it all look.

IMO the repetition of the studs texture is a bit jarring (if that’s the right word). Maybe replace the textures on the sides of the parts with something that isn’t studs.

I can understand that tbh, I just don’t like it when people come into my post saying stuff like “YOU SHOULD REMOVE THE STUD TEXTURE COMPLETLEY AND CHANGE YOUR ENTIRE GAME MECHANIC” Sorry for getting mad, it’s just frustrating when people tell you to change your entire game

On the topic of your advice though, I think it would be too hard to remove the side textures. I have thought of that before I just realized way too soon and now I’m kinda stuck with this but I don’t really mind it.

Just a question because I’m new to the forum, would this be allowed?

You should be good. There are countless games that do this. As long as people are willingly donating, there is nothing wrong with having donations.

I was referring to adding into my post because I don’t know if they have different rules on the forum. (I’m kinda new btw)

There is nothing wrong with asking for donations on the DevForum. A lot of people do that, especially in #resources:community-resources.

I just played the game, and I have a bit of feedback for you.
Firstly, the NPC talk option isn’t working. This might be a bug, or something you just haven’t implemented yet. The checkpoint saving system wasn’t working as well.

Secondly, as of right now, it is unclear what you have to do. A tutorial or some more signs, would be extremely helpful. Directions that show the player where to go would be very useful. For me at least, I had a hard time understanding what to do. While I did understand it, the time it took for that to happen could make all the difference in improving retention. Signs that showed the player the way would also be extremely useful.

Third, there is a glitch that players can use. If you go into one of the parts when the can-collide is off, and jump while pressing the R key, you teleport to the top of the part. You should try to fix this.

I would also change the gameplay a bit. Right now, there is only one mechanic. I would introduce more as the player progresses through the game to make the gameplay more interesting. I would also introduce them to the player slowly, instead of all at once.

I wish you luck on the game. It seems like a unique idea, that hasn’t really been done before.

P.S - Unlike others on this topic, I like the classic build style you used.

Thanks for the feedback! I’m not sure what the bug you encountered was because it works fine for me and others. If you have reached a checkpoint it should award you a badge but you might have to rejoin for the spawn checkpoint flag to display that. As for the npc, I’m going to be completely honest, as I was starting out with this game I was not very good at scripting so I had used a tutorial for that part and I’m pretty sure he bugs sometimes. I’m thinking about removing him completely and adding an actual tutorial (He’s supposed to show you how to play btw)

I love blocky styles sometimes, so if you want to go for it.

There is literally nothing wrong with making your life easier with a blocky style.

Thanks man! that’s what I’ve been trying to tell people. Most people shouldn’t give you “feedback” to just change your idea.

Yeah just cause one person tells you something doesn’t mean you have to listen to just one person.

Though if 100 people say something and 1 says another I would listen to the 100.