Game was very thrown together about a year ago due to the forced FE update at the time, but I’m planning on giving it a proper facelift this go-around and am wondering what type of rig I should use.
Yeah, I guess so. Converting to R-15 wouldn’t be the absolute worst either if need be, as it would just be re-doing the gun animations and the way armor is positioned, but as you said before, R-15 is oriented more towards game genres that are doing pretty hot right now, and I was wondering if R-15 would attract more of those players.
If they were to ever deprecate R6 I would ensure all of my classic-style games still use it by default, even if it has to be through a script that forces the old method.
Everything has a lifespan, but R6 won’t be going any time soon. Personally, I’m biased in the matter as I highly dislike the appearance of R15. This is to the point in which I don’t even play most games purely because they force the user to use it. The only exceptions to this are cases in which the game-play is very solid.
I’m sure I’m not alone in this. In my opinion, it would probably be best to do as stravant suggests and support both R15 as well as R6.
I have not heard any rumors about the R6 character being deprecated, however, I do suggest you switch to R15. Here is why:
You will probably end up playing catch up in the future.
With the new Avatar Evolution update that comes with rigging and mesh deformation, I am sure many developers will try to take advantage of that and use it for their game. I know I would. The new features pretty much enable us to make anything a character, not just a humanoid-like avatar. When developers start taking advantage of these new updates and implementing it in their game, your game will more and more start to look old, out of date, and obsolete. Eventually, you will probably end up just playing the catch-up game to compete.
You may struggle in attracting future players.
Adding on to what I said above, once developers start taking advantage of these new updates in their games, there is a chance they will start attracting more players, maybe even players who don’t play Roblox. If new players started coming into Roblox, which obviously there have been in the millions recently, they will not have the same nostalgia for R6. They will look at R6 and see at as some box-like, boring and bland design. When they see more life-like avatars, they will be more interested. In other words, choosing R6 may satisfy your current player base but may end up causing you to struggle to attract new players.
Your player base will probably not be majorly affected.
Now don’t take my word here, this is just my guess. While players may be nostalgic for R6, they will probably get used to R15. The avatar is important, but it is not your entire gameplay. If the rest of your game is attractive to your players, they probably will be okay with the change. They may just need some time to adjust.
Conclusion: It’s 2020, R6 is just a thing of the past. The new avatar features and updates are appealing to both developers and players. R6 will most likely just struggle in competing with newer avatars.
Yes, and no. It depends on what style of game you are making for the most part. Like for example, some people will put R15 in realistic styled games, while some put R6 in cartoon styled games. It’s all up to preference on what you want to use.
I would advise to try support both R6 & R15 with animations/tools. if R6 is to get depreciated, it is an easy fix to remove R6 from the script.
In advance, you will bring in more attraction to your games if you allow users to pick R6 or R15 and support it.
So far of what i’ve seen people still favour R6 today, so this may not possibly happen to be depreciated, but to stay on the safe side try support both R6 and R15.
Honestly, the few people who still clamor for R6 support are an extremely small vocal, old-school minority. You shouldn’t solely listen to what they’re saying - almost every player I see these days uses R15. You won’t split the potential playerbase by making a game R15 only.
Nowadays R6 games only really make sense in settings like swordfighting, old clan places, etc. (Edit: also in obby games) Aside from that, they just feel very dated at this point.
Yes, in first person shooting, this can make the gun animations better due to the fact you can bend the arms not like R6, and you can animated reload aswell.
The only reason I use R6 is to respect the genre that my game is making a nod to (brickbattle/Roblox classics). If I EVER (bolded due to uncertainty) make a sequel, It will most likely use R15.
If you will use R15 in your game, you will need to edit the animation script, because current default R15 animations don’t look right for an FPS or any other shooter.
They did briefly talk about in one of the posts that there’s a point where R6 will be phased out. I believe it was @InceptionTime that mentioned this, correct me if I’m wrong.
Though, at any rate, I don’t really see R6 going anytime soon. R15 still has a ton of issues and bugs that the staff haven’t work around. (Especially with Touched events.) Additionally, this would break a lot of older games and have them cease to exist.
I spent a bit of time thinking and this is what I came up with:
Simplicity is a good reason developers will use R6
Predictable animations (In R6 both feet are together exactly a stud apart but in R15 they are staggered at an almost random seeming distance)
A lot less work when making custom animations. (Not as many parts to work with)
R15 has is really weird around the elbows and knees, clothing has weird affects and joints look very off in the extreme ends of their rotation.
Trying to make something (depends what it is) that is worn on or around the arm or leg is much more difficult or impossible when a joint is involved.
Some people just like the blockyness and don’t prefer a realistic type of game over a blocky game
Some people think R6 just looks better
R6 looks good even without accessories or clothing, R15 does not (this is an option)
R6 is very physics compatible compared to R15, I wouldn’t use R15 for an obby over R6. R15 has very odd hitboxes (ex with R15 you can kind of hang on walls with the falling animation) and is pretty buggy and unpredictable. It feels disorganized compared to the simplicity of R6.
R6 is original (nostalgia)
R15 takes up more space (with its animations)
R15 default animations (especially running) look stupid (an opinion). Who runs with their back slouched down like that?
Old systems only support R6 (not as much of a problem anymore but still relevant)
Can’t think of many more reasons than what I’ve listed above.
I disagree. There are many games that still use R6 for various reasons. Popular games like Phantom Forces also continue to use R6 over R15 so it’s hardly “dated” imo. Most “obby” games also use R6 due to it being much more physics friendly.
Animation intense games may need R15, as it provides way more parts to animate, and in return, more realistic animations. ALTHOUGH, I personally love R6, the simplicity, the not so weird walking animations, everything about it is nice.
Recently, I’ve been switching over to R6 rather than R15, and as @Vmena said,
Another big thing is obby games (Such as JToH or difficulty charts) and sword fighting, some of the staples in the community pretty much require R6. If you’ve never tried R15 obbies/sword fighting, no matter the quality of the game, it feels clunky, and it feels bad.
You can’t do normal clips, rendering lots of JToH towers useless,
The animations make normal sword fighting techniques straight up broken
And the list goes on, so as far as I believe, R6 takes the cake for these kind of stuff.
So once again, touching the original point, it really does matter. Personally, I love R6, but if your game is an FPS in development, or a newer genre of games, then I would recommend R15. I don’t think roblox will deprecate R6, seeing as it is a backbone to all these communities.