Hello developers, scripters, builders, etc.!
This question had been lingering in my mind and I hope someone can answer this.
How would I go about making a BIG game or LARGE game. I’ve seen some large maps from games like “Truck Empire” or “Driving Empire” that have considerably great detail with decent player count for each server and still run so well. “A dusty trip” may also be a good example with its large “infinite” terrain. I would like to create a huge map; however, I want to address issues such as lag. An approach I thought about is to use chunks of loaded maps, so farther chunks are unloaded, but get loaded as soon as a player is within a certain radius to prevent lag.
Roblox’s built in streaming methods does this for you. It should be enabled by default, but if it is not, it’s a property under Workspace.
Also, if you would like to make a large-scale game, I would suggest getting a large team of people to help as well. Working at this scale solo almost always ends up in these 3 situations:
- You give up immediately
- You end up working on it for a decent amount of time, only to throw it all away and wasting all your precious work
- You spend 5 years making a game that should have only taken 1 year to make
If you still plan on going solo, I would be very cautious and try my best not to get burnt out.
It’s a giant waste of time if you are solo, do something small.
@JackGotHackedHeDid ye i agree
- Make sure to disable CanCollide on non-essential parts and its descendants.
- Turn off ‘CastShadow’ for unecessary parts.
- Use Roblox’s materials, not your own.
- Use ‘CollectionService’ and packages.
- :Disconnect() functions that are not necessary.
- Avoid memory leaks, so turn on ‘PlayerCharacterDestroyBehavior’.
- Anchor as many parts as possible.
- Change CollisionFidelity on meshes and unions to ‘Box’.
- Change ‘RenderFidelity’ to Automatic on meshes and unions.
- Optimize humanoids and NPCs.
- Make transparency on parts either to 0 or 1.
All information comes from here!
I see what you mean, and I totally agree, thank you for mentioning this, it’s given me some thoughts and I’ve decided to downgrade the game I’m planning on making to something that one person can handle. Maybe in the future if I ever get a development team, I will shift it into a larger production scale.