I just removed the giant wall of text, as there are better ways for me to convey that info (I will add a tutorial at some point). I also increased the stroke thickness on the titles to provide further contrast with the brick walls.
Update
For players who lost all their tokens, there is now a place to work: the Chezburger Factory. It is located in Potato Cloud Land, and you can teleport to it using the “TP” button in the topbar. There are three jobs for players to earn tokens: killing the cows, making the cows into burgers, and putting the burgers in boxes to ship them. The big boss in the factory explains each job to the players. My goal for this is for players to be able to earn tokens when they run out, but I want the payouts to be slow enough that playing games in the arcade is still relevant.
Update
I started implementing a building feature where players can use their tokens to buy bricks to build stuff on a plot of land. You can teleport to your plot of land in the “TP” menu. To start building, go to your sign and activate the prompt. The build should save automatically when you leave the game. To get bricks you need to talk to the Brick Depot salesman, located here (I will move him to a better spot in the future):
For testing purposes, the shop will give you unlimited bricks for free. I know that this feature is very unfinished and buggy, but if anyone wants to let me know if it is going in the right direction, that would be appreciated.
I also added products so players can now purchase tokens with robux.
Update
All the players’ tokens are now displayed in the leaderboard.
The building system is more complete. Players can: add new parts, move parts, paint parts, and delete parts. The tools are much less buggy, and players are prevented from escaping while building. Vehicles and other players are also blocked from entering the building area. To stop building, you can interact with the sign again. I also added support for models so later I can add furniture for players to use.
I started building Brick Depot where players will buy bricks, near the end of the bridge. There are only a few options, but I can add more very easily. I don’t know what the best prices and quantities are, so the current ones are just guesses.
These features are still in development, so please let me know if there are any major bugs.
I fixed some bugs and added a tutorial that appears for first-time players. The tutorial explains some important places so the users have a better idea of what to do. Brick Depot is also more developed, with more bricks and furniture to buy.
I tried sponsoring the game, and got these results:
Players would usually not stay in the game for longer than one minute, and were not even leaving the spawn area, but I found a bug that locked all mobile players (but not computer players) in the tutorial. I will advertise again tomorrow without the bug, as this is a likely reason for the short playtime. If anyone has feedback on the game that would be appreciated. More specifically, I am wondering if the games in the arcade are too easy or hard to earn tokens from.
In response to feedback, I added more signs pointing to important areas, and instructions that appear when the player does certain actions.
I also added an EXP bar that increases when the player earns tokens. When players earn enough tokens from games or working at the factory, the multiplier moves to the next level so it becomes easier to earn more. For now, the amount of EXP needed to level up operates by the equation: exp=10+(level X 10), and the multiplier operates by the equation: mult=1+(level X 0.25), where the level starts at 0. This may need to be re-balanced through further testing. Note that the EXP bar gets added by the raw tokens earned, and is unaffected by the token multiplier.
I removed the battle arena, added title screens to the arcade machines, and started replacing the free-model decorations with more blocky versions:
I am also looking for feedback on the balancing of the EXP bar. It should make it easier for players to earn tokens after playing enough, but I do not know if it is too easy or hard to level up.
I recently received feedback that there is a lot of bloat in the game that had nothing to do with the arcade, so in future versions I will focus more on the arcade.
In the newest version, I removed everything except the arcade and the 8-player games. I also removed tokens and EXP, and replaced them with tickets. This means that games are free to play, but still give rewards in the form of tickets. The arcade was made a lot bigger so I can fit more games in the future.
The arcade still needs some work with decorations and prizes, but everything is working, and removing the unnecessary stuff greatly improved performance.
I added the gravity coil and Tix to the prize shop, continued decorating the arcade, and added a system that will let the user buy power ups with tickets before the game. The first power up is in the Invaders game: it costs 15 tickets to get dual spaceships (super OP and therefore fun to use). This is only in single-player for now.
After finding this topic I see what led to a lot of the bloat, i.e. the old “gambling” style mechanics and AFK farming suggestions. I was playing the game earlier and was wondering, if there is a concern about “no risk and reward”, why not just develop the difficulty and variety of the arcade games themselves further? As in, each of these arcade games have the potential to be their own games (because that’s what they are in real life), and the games get harder / faster as the player gets a higher score.
I’m still impressed by how you made the arcade cabinets, and while playing with a friend I loved how you can see them playing LIVE by standing next to them.
To make things exciting, you can just… make it so that you highlight or feature players while they’re getting a high score in real time and announce that they’re doing amazingly (by a UI popup or confetti that shoots out in the arcade around them), and have their game change in difficulty and appearance as they get better scores.
Also: I don’t know if this is a mistake but all the Pong machines last only 10 seconds and sometimes the left-side paddle splits the ball into 2 balls? Is the 10 seconds intentional? I feel like it’s way too short to get anything beyond mostly draws. It should be around 60 seconds or longer.
Yeah, I took the “risk and reward” mechanics too far in earlier versions. I shouldn’t be too concerned about risk and reward if the games themselves are fun to play. I saw that some players would start playing games, then run out of tokens and leave.
I like the idea of announcing when players get high scores, that would make it feel like an achievement. Changing the color palette would also be an easy way to make the game feel more exciting in later stages.
The Pong lasting 10 seconds was a mistake from when I was testing it; I just changed it back to 1.5 minutes. The ball splitting was intentional to add more challenge and variety to the gameplay (maybe it should be more random if it always splits on the same side).
Latest Update:
High scores now function with respect to the types of machines on the server rather than individual machines. This means that, when the high score updates in one Breakout game, it should update for all the other machines in real time. Also, when a player beats another player’s high score (or the default), it is announced in the chat. So there is less clutter if two players are fighting over a high score, there is a debounce so it an only send a message every 10 seconds. I haven’t tested these features with more than one player, so there still might be bugs.
In the spectate menu, a player can watch another player’s screen by pressing the “Game View” button.
I tested color palettes in the Invaders game: the palette changes every two waves until the 6th wave. I also added a white line underneath the score, which provides a better sense of boundary and makes it look cleaner (especially with the score and display are different colors).
Also added the revive for 20 tickets feature on single-player games.
Update:
Bug-fixes.
Players can now purchase tickets with Robux.
Lowered the cost of prizes.
Added the bowling alley. Players can get a normal ball for free, and there will more options that cost tickets. Also, now players can’t access the pins.
Added the “longer paddle” power-up to breakout for 10 tickets.
Added the mouse-sensitivity slider, in the new top-bar settings button. This also saves so the players do not have to change it in every new server.
Now games automatically turn off after five seconds without any players.
Update:
Minor UI changes.
Fixed a bug in the 8-player games.
Added more decorations to the arcade.
Added the “Free Power-Ups” gamepass, which lets players get power-ups without paying any tickets.
Roblox Premium members now pay half price at the shops (prize counter and bowling alley).
I added new thumbnails to represent the changes I made to the game.
Everything about your game looks amazing and I honestly think it could be a front page game.
Wow, thanks! I’ve been doing a lot of work on it, so that means a lot to me!
Update:
Fixed a bug that allowed players to join a game while someone else was playing.
Now the current player is defined by the player who started the game rather than the player who finished the game. This means that ticket payouts can only go to the player who started the game.
Players can no longer throw a bowling ball unless inside the bowling alley.
Added a new arcade game to the single-player area, called “Commander”. The specific mechanics (difficulty, ticket payouts, etc.) are still being tested and it needs a title screen, but it should be in working condition. It is based off Missile Command; the goal is to eliminate the incoming missiles before they destroy all the cities.
Update:
Bug-fixes and difficulty balancing.
Prizes can be dropped again, but they despawn after 30 seconds.
Removed the spinning platform from the space claw machine, which got in the way and sometimes made it impossible to get anything.
Massive bowling overhaul:
I significantly changed the bowling aspect of the game. Now the bowling functions like like own mini-game. I added it’s own control scheme, so instead of clicking for the ball to go, there is an arrow to drag. Dragging the arrow further gives the ball more power, and moving it to the side changes to direction. You can move left and right by pressing A and D. I can re-use this control scheme for other kinds of arcade games too. Players get one ticket for a spare, and two tickets for a strike. They can also press L to leave the game at any time. There is only one bowling ball now, but I will add a shop in the future. Because the TV is no longer visible from this angle, I added a view of the TV in the bottom left corner.
Update:
There is now a bowling ball shop. At this time, there are 2 items to buy in the shop (plus the default). There is also the Shiny Bowling Ball Gamepass, which grants users with a very large golden bowling ball.
I replaced all the tutorial GUIs with new versions that feature more images, less text, and a few details players seemed confused on. Hopefully this will provide new players with a better sense of direction.
Items (including bowling balls) are a little more expensive, but are now one-time purchases that stay with the player. This should make acquiring tickets and buying items feel more productive as your items do not just disappear when leaving the game.