500k can not afford the best of the best.
It will probably have zoom calls. Why are people against talking to roblox with face cam anyways? Theyre not gonna post ur face everywhere lol.
Our studio kind of started on Unity and Unreal, we spent awhile fighting back and forth between the two trying to figure out which one we would want to use. Not really saying that Roblox is the best studio out there, but I do think youâre saying itâs worse than what it actually is. Also, the type of AIs that we use, are all customly scripted, they do however, use pathfinding to return to their aggro positions and to wander/patrol. While chasing etc they donât rely on the pathfinding. Not all of the zones use the Roblox terrain, but thereâs also no issue with using it as it doesnât look bad if you can fit it in the style. Thereâs no merit or benefit to building all the assets yourself if you can simply use ones that are already created and make them mesh well together. Saves tons of time, and tons of money. Most of our asset packs were purchased for Unity use anyway, so we figured we could just port them over to Roblox and it worked like a charm
Exactly, I personally know plenty of people earning $50k a year or more on Roblox and high quality games are likely to not only take more than a year but also require more than 10 people. So I really donât understand where people are coming from when say $500k is too much.
Likely as they are under 18 and havenât quite seen that side of the platform, or theyâve not the experience to know that.
All in all, I think this program is a great opportunity for everyone.
I wasnât referring to hiring a whole team I was referring to 1 person, I thought that was clear.
I also wasnât commenting on your game engine, I was referring to other engines such as unity, core, and UE4 and I was referring to the 5% you said should be added to the 20% because earlier you said this:
Iirc 25% goes to developers, whilst the remainder goes to the platform for a variety of reasons.
Iâd like to know more about how youâll add color blindness support since I havenât found a nice way yet. How much of your list do you actually plan on doing with your budget?
Happening more than once, recurring like accelerator
i thought the same thing its too much because here is all the robux can mainly be used on
paying your developers
uploading audio
uploading shirts
advertising
and thats all im probably wrong but thats all i can think of
im not saying im against this i quite like its nice seeing roblox help its developers rather than the last time were the reward were literally that nobody could get a pair of socks is just that this is too much we could literally use this money on moderation and its way better than 500,000 being sendt to someone who might not even use it and just use dev ex
im just hoping it goes to good use
I mean, cool, but what would a robox development team spend 500k on lol. Builders and scripters are like 1/500th of the price, at max.
All of that costs at max 3,000 dollars.
Are we allowed to have character customization or custom player rigs?
Iâm assuming we arenât allowed to modify the hats or clothes of a player due to these points:
- In-game avatars that reflect elements of the userâs platform avatar identity
- Ability to leverage âMetaverseâ items (i.e., that can be equipped on platform avatars, like the ones you buy in marketplace)
i know but your going a little bit over the scale with just its half of 1 million
I still clarified within that post that people will still deny you for 500,000 as it would not be enough for them. The 5 percent is premium payouts, paid by premium users in your game, added to the 20% from Robux gain in general.
Google color blindness support for games and look at some resources.
Thatâs likely to occur if this run is a success for the platform.
Exactly, way too much. I wish they would put it into something else.
My thoughts on this program are that they are spending way too much for something way too mysterious. I have been under the impression that games on Roblox have been increasing in technology very gradually but the curation of these games is incredibly off. Let me take one game for example: Apocalypse Rising 2. Great technology, cross platform, affordable to play, and great content. Yet it has 200 concurrent players. Now let me take another example of a game: Brookhaven RP. 100k concurrent players and they still have the default Roblox UI, little to no technological improvements, and relies heavily on already existing systems within Roblox.
My point here is why incentivize AAA devs to come onto the platform in the first place if this is the reality they face. Improvements in game content and technology do not directly effect the population of those games. This is entirely the fault of Roblox. Instead, I feel like this money could be better allocated towards teams that are already on the platform with incentives to change the narrative of the current scope of games. We have enough simulators but that will never change if it is the most profitable thing to do. It is entirely within the power of Roblox to create better curation and to spread their player base across more games. This alone is enough to bring more talented developers to the platform, as they will see hard work is rewarded.
Final thoughts: 500k is way too much, give 10-20k to teams for equipment and commissions and empower the community you already have, not the outside world.
That still doesnât explain how you got the 5% in the first place, can you show the work you did to get the 5%?
I gotta agree, it just seems kinda naĂŻve to think that having a big budget is gonna result in a good/successful game (no offence to the employees at roblox who came up with this game fund idea).
As the platform has committed to giving 25% to the developers out of the total income from the platform.
Edit - I do not know the equations of premium payouts.
I completely disagree for the variety of reasons I gave. 500k is not too much, itâs just enough. Visuals and amount of content are not the ways to become next-generation, thus why those games are not all too popular.