Hey, Hope you enjoy what you read and see.
Contact
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Random Creations
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WIP Game
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Destined Legends - Action RPG
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Closed Game
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This is my latest project called Guardian Defenders, the objective is to basically keep your player base alive and keep your self alive for along as you can. You’ll be allowed to level your weapons up, replenish ammo upon AI drops, and even purchase temporary gun upgrades through wave currencies.
https://twitter.com/GuruuGaming/status/1343224783853539330
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Old Work
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True server authorities on all models (framework is portable for any game out the box)
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Entity system used to give each client their own model for network ownership
https://twitter.com/i/status/1330775206814740482
^ this is a complete overhaul of the system below to smoothen latency out due to high rate of change in cframe directions.
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Entity Cleanups (To put it mildly this framework allows you to basically allow for 100+ players along with character models and other models… without the extra performance costs… or network latency…)
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Fast Paced Rpg Combat
Heres some recent work on my combat system. It involves camera type of watch with some minor legacycamera changes for the target handling. This also uses a custom movement system for all input devices. And we have dashing Will update this section as it gets better.
And of course we care about performance.
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Entity Framework (Client Network Dependent)
I’ve been on the grind lately, improving my Entity system to be client network dependent.
You know how u play games on live and ps3 or w.e
You catch your self saying shit like “nah bro you’re lagging im not lagging so the server is not has to be your net”
this is basically that idea…everything is dependent on your own network
a better perspective of it all would be
I spawn the “server player” and show it on client normally I wouldn’t but u see the stutter of the “Grey” on the right window, well the stutter actually is the latency between the server and client for the “server model” or I should say “Server world” We ignore this on client and just move based off our own network to the final goal (which is the same on all clients) and server.
Its important to realize all clients have their own unique model spawned on client but share the same server model data
allowing this to happen.
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First Year on Roblox
The Latest work can be found at bottom of this post or my Replies on this post.
To get things started, Here is something I enjoy showing off a lot.
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Abstract Container System
- Containers(size) are a created as base class
- containers.items = {} – to represent a list of items in my container
- container.maxcap = size;
- Containers have functions like AddItem(item, specific slot maybe if not next empty slot), RemoveItem(from slot or by name or by item id), Swap Item(fromcontainer, tocontainer, fromslot,toslot) to allow container to container interactions.
- How this is abstract?
- Inventory Container inherits from this Container system
- Equipment Container inherits form this this Container
- Hotkey inherits for this container
what does it look like put together and hooked up?
Pretty cool yeah? Best thing is, its all server controlled. So heres an example of what “exploiters” are possibly to do, and how the server handles it.
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Animated Textures
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Custom AI PathFinder
I’ll continue to update this as i can.
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Made a cool third person movement + camera script. Using some free assets for some of their codes in different areas of my version.
Test area: Third Person RPG Shooter [In Development] - Roblox
Tweaked this area a lot more to fit the third person controller. I used roblox’s free scritp but heavily edited. Along with movement and my own lil camera scripts.
Now you can no longer shoot your camera is facing at an impossible shoot angle. Allows for more use of the character controller to be applied to how you shoot.
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Full lobby system with party joining, visible lobbies map selections lobby settings, along with party member teleporting. Recent commission. Mainly did the back end but i did some simple fast UI work aswell.
Demo: Race - Roblox
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Early Enemy AI Combat!
Latest update with the AI,
He now has a accuracy controller, the lower the value the more bounce the tracking will have.
Here is a sample.
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Pet Work - comes with moduler system
petmanager:AddPet(petid)
petManager.OwnedPets[petindex or 1]:SpawnPet()
Pet:HandleSpeedMovement (special zone movement mechanics acceleration, altitude etc)
Pet:HandleMountMovement (regular flying zones)
Pet:ProcessFollowMovement (follows owner)
Respawns the model when humanoids resets instaly, follows pets to teleported areas.
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AI TRAFFIC SYSTEM (Size to big to upload here…)
https://twitter.com/i/status/1273174855731601409
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UI Animations!
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Load Time Optimizations
We got faster load time on this test place i do. Everything sorta loaded sequentially and by priority.
Server will always load first, when client and server connect at the same time. Normally you have both loading at the same time causing minor delays in different areas.
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RPG Styled Work
Server Npc Controller with server replications to the rendered npc on local
Rolling dashes + character controller
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Instanced Players
Rendering players at will with “cached” player rendering. Made sure to remove and update characters as needed. When entering these zones you’ll be entering a “lobby” each lobby takes 4 players. Every 4 players a new lobby is made and these players are the only ones rendered in it. Which is why i call this system an instanced player system. Originally i was instancing an entire area but i found this was easier to manage. And overall probably less cleanup/faster renders in a way…
And heres some more Misc work on the above game
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