The idea is to harness the ROBLOX community to tag all the models in our asset system. By turning it into a fun game, we get a million users solving this problem for us. We have built a tagging system for our backend, but haven’t yet populated it. If this succeeds, this can do it.
I can’t take credit for the original idea: I got it from an old Google Tech Talk:
Skip to about 9 mins in:
Would appreciate feedback. Also appreciate people playing. (Needs 2 players for now!)
Seems like a really good strategy, although I dislike the idea of teleporting people. Wouldn’t there be a nice way to sandbox InsertService and use that instead?
I think this is a cool idea but I think this could be executed a lot better. I think with some good polishing and even making a map for players to chill at, this could take off and you’d have your models tagged pretty quickly. As of right now, I got bored kind of quickly.
Yay, a tagging system! Searching for relevant items has always been a crap shoot, so this is something we’ve really needed. I’d be happy to start tagging some stuff.
I’ll check out the place in little bit, someone is working on the phone line (so much buzz), so my internet may be on and off.
The idea is awesome, though the execution - at the moment - is a bit ‘meh’. I’ve tried to play the game three times and all three of the times someone entered, then walked around as if he didn’t know what the place was supposed to be. I then asked: ‘Do you understand the game’? All three of them said no - even though there was an explanation right in front of them.
The reason I do teleports is in case the asset that gets inserted hoses the place. Maybe I’m too pessimistic? [/quote]
I don’t know what that means, but it’d be better if it didn’t change place server each time we wanted to get another model :P[/quote]
Well, I’m worried that some of these models have scripts that will do bad things, like insert viruses or destroy the baseplate. I’m grabbing random user models, so they can have all kinds of crap in them.
[quote] @OP: Couldn’t you just clear everything in the place that wasn’t supposed to be there and reset lighting settings whenever a model was removed? [/quote]
I’m worried that scripts will do weird things that are hard to recover from, like hose local player stuff. Of course, they can also kill all running scripts, including my game logic script, and there’s no recovery from that. I was thinking that would be relatively rare.
Was able to tag a few models with someone. I could actually have a little bit of fun with this, seeing random models, thinking up of relevant tags and knowing that I can contribute toward more relevant search results. I came across a dock, vault 193 from fallout(pretty coool), some toll booths for a toll road, and a power generator of sorts. So not at all uninteresting.
With some fixing up and a little bit of polish I could see people playing this. You could track some statistics like models tagged and relevant tags added and maybe display them on a global leaderboard. People like being on top of leaderboards, so it’d be a decent reason to play again if not to just help out or have fun with words.
I tried to make something similar but I kept getting “Asset is not trusted for this place” on public models. Do you have some special permission or am I just doing it wrong?
I thought the two-person dependency would be the downfall of this idea so I wanted to try a one-player system that used DataStores to match tags and queue models for tagging.
If you want to let players tag assets, why not have that feature on the website itself?
On Kongregate, any user can create a new tag for a game. You can see from the images that only the most voted tags are used. With this system, there’s no genre settings. Players just type in the tags they want when searching.