Plushie Paradise | Devlog

8/21/2023

AGAIN, AGAIN, AGAIN, alright so I got a pretty cool animation thing going when you place down equipment now so it gives a visual appealing kinda thing, may make it faster though :thinking:

YES THEY STILL DONT HAVE COLOR BE PATIENT MY YOUNG PADAWANS

Alright now which is going to be the creative fun part where I actually start creating the very first plushies that will be in the game!, so of course I’m going to have to use Blender for that! I think I may start getting the equipment handler setup aswell but yeah we’ll see!

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8/21/2023 Continued…

I’m EXCITED to introduce the very first plushie that’ll be inside of Plushie Playground!

An apple!

Front View


Side View

I decided to keep the design simple but just enough detail to give it that just nice cute look!

I’ve decided that in the game there will be different collections of plushies so the first one im going to introduct is Fruits because they aren’t too difficult to model and it’s just nice and simple!

So I haven’t thought of every single collection that will be in the game but gets me thinking about having collections that will be avaiable during certain times of the year like for example halloween, christmas and thanksgiving!

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I can’t wait to play this when it comes out! Keep up the good work!

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8/21/2023 Continued…

Look’s like a new plushie has arrived on the playground…
THE PEAR! :pear:

The pear is the 2nd plushie I’ve created for plushie playground! I’m thinking the fruits collection may be the most common of plushies for collection but then of course having different rarities within those collections aswell… :smile:

Front View

Side View

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8/22/2023

A bit late but school started recently but that wont stop me though!

Alright so I got hte building and placement done and working flawless but then a problem arose where it didn’t feel quite responsive if you were on higher ping, so I had to basically create a system where the building piece would basically be instantly placed for you so it looks smooth and respnsive, and after some failrues I finally got it to work!

Then I also got the plushie spawning to work aswell AND created a rarity system and when equipment is spawned they can be associated with either one or many different plushie collections and spawn plushies from those collections, it’s super cool annd how I imagined it!

I didn’t get the apple imported yet but I did get the pear imported though, take a look! Yeah… uh I haven’t gotten around to coloring the equipment yet… :sweat_smile:

Next up is probably making the plushies class and then basically setting up the interactions so you can actually collect them and earn money, ALSO the collections UI is something i’ll need to start working on aswell as unlocking and all that good stuff!

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Cool that you’re taking inspo from skyven, it’s a really underrated game that is amazing. Only thing that is bothering me is the same elastic tween on all the building ui. At least try to do some tweens that just smooth in.

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That is epic!!! I wish i could script as well as you!

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Interesting project, keeping an eye on this for sure!

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8/25/2023

Wow, crazy it’s been 2 days since the last devlog HAHA!

Alright so I got the collecting of plushies working, but not the actual collection storage though that will be coming very soon! So now when you collect a plushie it does a sort of animation but it goes a bit fast because I’m trying to focus on user experience so I basically destroy the plushie on the server and also the client so that it just feels more responsive, one of the most important things I’m going for!

Also, finally added in the apple so you’ll see that spawning now, and added a collect sound that I may probably change later but everything is on the right track!

What’s next is going to be actually adding cash to the player when they collect a plushie and I’m going to work out the amount a certain plushie will give and all that fun balancing things! Also after a certain period of time plushies should despawn so i’m going to have to get that setup and after that of course actually keeping track of the plushies you’ve collected so far, so that means making a new ui button and gui for the plushies you’ve collected in each collection!

It’s been super fun, see you on the next one!
`
ONE FINAL THING… i know the playground equipment still isn’t colored… :rofl:

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8/27/2023

Finally got the despawning working, and now collecting plushies will also give you cash now yay! There’s a slight animation when despawning the similiar to the one where you collect them, there was this one bug with the despawning but I seriously just can’t remember what exactly it was though… :rofl:

Also on the prompts I decided to add the amount you’ll get for collecting that plushies but now that I’m thinkin about it maybe the name would be better

What’s next? Well now that I finally got the actual BASIC mechanics out of they like placing, plushie spawning, plushie despawning, claiming a playground, selecting categories for certain equipment AND MORE, the next logical step would be creating the actual collection UI like I brushed on in the last devlog! So basically i’m thinking next to the build hotbar ui there will be another button in which you’ll be able to open it up and it’ll bring up all the collections of plushies in the game and just like in the building mode i’ll probably categories at the top, and each one will have a list of all the plushies in that collection!

I’m thinking of having the outlins of the plushies be a UM SILHOUETTE cause that looks super clean, something like this (not the layout but the silhouettes)

And im thinking of maybe displaying the rarity, and of course the name, maybe where it can be found too? We’ll have too see!

Next devlog coming soon!

4 Likes

9/1/2023

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It’s been a BIT since the last devlog pretty much a week but I’ve just um let’s say just havent been as focused and like other stuff got in the way but that’s fine though, just since I’m doing everything myself and like when there is something that doesnt work how i want it to or doesnt look how I want i will spend lots off time on it until i get it pretty much close to perfect which is a problem I’ll admit I have but, moving forward is all that matters!

ALRIGHT RECAP, so since the last devlog the player is now able to build equipment, the equipment is able to spawn plushies from a variety of plushie collections and the player is able to collect them and earn some money, by collect I meant just like the act of collecting not the actual mechanic for this current devlog hahaA

So, since then I have created another button to the UI toolbar next to the build button for opening the collections UI

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I decided to make the icon a box so you know when you collect stuff you’d put it inside of some type of storage thing so I picked a box!

Next is the most painful part which was making the main UI for the collections in the game,

So I had a super hard time at first trying to think of how I wanted to lay it out because I just am a perfectionist but I went with a frame to the very left which will be a scrollingframe containing all the plushie collection categories and then the frame to the right is for the actual plushie silouhette images/unlocked, and at the top is of course the close button and then the title and the ??? is for which collection is currently in view!

Also another painful part about creating this UI was for the frame on the right it was super hard deciding if I wanted to use a UIGridLayout or a UIListLayout and ultimately I went with a UIGridLayout BUT of course I had problems with sizing and it was a headache and I got distracted but we’re on course again though!

Then shortly after that I started scripting the actual collection of plushies where I store them into the player’s data and update the UI and all that good stuff and it’s working flawlessly!

So when you dont have a plushie collected it’ll just be a silhouette

Once you have at least one it’ll show you the amount you collected and also a colorful version of the silhouette!

This is EXACTLY how I envisioned it so I’m super happy with how it’s looking and works right now!

Here is a video showing it alll!!!

Whats next?

Hm, honestly now that I’ve gotten all the basic mechanics working how I want them too I’d say the game is in like early alpha right now but it’s to the point its playable but there is definitely some stuff that needs some revisiting, but as for mechanics wise the game in it’s current state is actually pretty fleshed out in that sense, of course there is still equipment to be made and also plushies but the game is on IT’S WAY!

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can’t wait for this to come out, it looks pretty good!

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9/1/2023 Continued…

Hey! So since the last devlog I’ve pretty much covered all the main mechanics (building, physically connecting, collection collecting, earning money) that will be in the game and they are working really great and im super happy with them, so now it’s just time to start expanding but also polishing stuff along the way and of course adding onto the mechanics where they may be needed!

IT NOW TAKES MONEY TO BUILD!

So player’s aren’t going to have unlimited money when they start… um I just never implemented this into the prototype and kinda almost forgot about it but if you look closely at the building mode ui when the equipment is listed out you’ll see prices under each, I’m thinking the player’s will start with a set amount of cash maybe 100 and then they can start building from there, what’s going to be difficult is scaling the progression because it depends on alot of factors like how many equipments there are and the different tiers for them but im thinking of having the same tier progression and price for every respective equipment type though!

Whem you build theres a new sound for taking away the cash which sounds really well with the placing sound even though they are played at the same time, and then when you dont have enough money to place something the error sound will play! I think the sound fit the game relatively well, heres a little video!

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9/3/2023

We’re back!
So like I said in the last devlog most of the game main mechanics are done so like at this point it’s about just refining features and adding in PINCHES of salt here in there… and of course just expanding the game and making it better and better focuses on the user experience!

Mobile Building Support

So ever since I got the Build Mode working like way back I kinda forgot about implementing the UI buttons for mobile so I finally got around to doing that! Partly because I think I was just trying to focus on just getting the basic mechanics down!

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Labels On Button

For the buttons you could click like in the toolbar and now the mobile buttons for building I’ve added a label onto of them showing what they do cause it kinda did look weird with just the icon even though I tried too choose the best icons to convey what would happen if they clicked them

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Adjusted Currenly Placing Frame Position

So I got a suggestion from someone who tested to make this frame higher because it was getting overlooked so I decided to position it at the center of the right hand side of the screen now, and it looks way better and it more noticable too!

ADDED PARTICLES & More Responsive Collecting!

So this is one of the most fun parts off this devlog so, I decided that collecting the plushies felt a bit unresponsive it was probably not noticable if you weren’t looking for it but on higher ping around (65-90ms) it was slightly noticable, so I decided to have the ProximityPrompt handled on both the server and client so that the client can destroy it earlier and making it feel responsive and snappy and it worked perfectly!

After this, the collecting was a bit bland of course it had the sound for collecting and the slight animation but I feel like it needed a bit more feedback so I created some particle images inside of blender!

So the first one was just a simple circle, and the other two were different variations of stars

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I scripted, the particels emitters to emit when the plushie is collected and it looks GREAT! Here is a video!

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9/9/2023

HEEEEEEEEEEEEEEE’S BAAAAAAAAAAAAAACK!!

HE CAN’T BE STOPPED!!!1

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My Abscence

Hey guys! It’s been a week and a day since the last devlog and um, the game is going GREAT, but I’ve only done a few things though and took longer then expected because I also was learning how to be more… :sparkles: ARTISTIC :sparkles: basically I was starting to create the tutorial and got sidetracked because I was thinking about creating an icon since the game is pretty much in BETA right now, early beta so I’m not the most artistic person and that partnered with a mouse just didn’t go well so I hopped onto blender with a
goal in mind and I’m satisified with what I’ve learned the past 3 days, so icon for the game definitely coming soon!

I also made a tutorial about everything i’ve learned to create some great 2D art for icons/thumbnails so you can check that out here > Creating Roblox Styled 2D Digitally Hand-Drawn Art with Blender

Playground Navigation Beam

So this is basically to lead players to unclaimed plots when they join the game, it’s kinda part of the tutorial but it’s like a seperate thing though, it was actually pretty simple to make and fun aswell, so if the player joins the game they’ll see a trail that they’ll follow to claim a playground plot, and when they do the trail will be gone, it’s more of a utility thing but it’ll help players from being lost!

Here is a quick video showcasing it!

Tutorial

Finally, the game has a tutorial although pretty basic but everything is made from scratch though I really do like how it turned out though, clear a concise with enough information to get you started and the game isn’t too difficult too pick up either so that’s a plus aswell; of course I’ve designed it so I can go back and change the frames pretty easily so YAY

Here is a video of it!

Next Steps

I forgot too add like a next steps thing in the last devlog but the next thing I’m going to do is just get more testers and get more feedback on the state of the game, after that point I’m going to start creating more plushies and equipment, but I’m thinking I should probably get the plot saving setup though but I’ll have to see… the game is right on track!

See ya in the next devlog, goodnight ! (It’s like 12 AM)

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9/11/2023

A New Direction ✌

Hey! I'm back again and since a day ago when I posted the last devlog pretty much the next thing to do was expansion which meant creating more equipment and also creating more plushies but, I had a revelation that creating just equipment would've been really limiting and also I'm not gonna lie it was hard to think of designs for the different equipment aswell, so I had a thought that instead of playground equipment that plushies would be spawning on it would be something else which im now calling "Attractors", basically these work exactly like equipment but this allows me to create a wider variety of different things the plushies could spawn on! Also it allows me to create attractors that could be tied with specific plushie collections, this would really tie in the the themes and players could instantly know what kind of plushies that attractor had the potential to spawn!

Rebranding

Since the game isn’t using playground equipment it also made sense to change the name of the game so, I’ve decided the new name will be…

PLUSHIE PARADISE

Um, honestly I really like and it still has that catchy sound too it like Plushie Playground did, and the greatest part is that the word paradise can convey alot of things so players can make really anything they want to!

Map Changes

I know the map barely had anything before but now that it isn’t exactly a playground anymore so I decided to remove the layer and just have the grid on the ground!

How will the building mechanic work now?

The AMAZING thing about this change is that I didn’t have to actually change the old equipment code at ALL, only had to of course get rid of everywhere it referenced equipment and playground related stuff but the way the equipment worked is the same way attractors will work, the only thing really changing is basically the visual which was a playground theme so it means only playground equipment would be placed and stuff like that but now that I’ve broadened the scope, im thinking now players will be able to build pretty much anything of course related to the plushie collections that can spawn plushies!

So for example this mesh isn’t mine but just to demonstrate quickly, I can make plusheis spawn anywhere on it and with a bit of setup it works right out of the box, its perfect!

OR MAYBE EVEN A PALM TREE (not my mesh just for testing)

What's Next?

Honestly, just creating alot of different attractors, since right now I only have the fruit collection I'm trying to think of attractors that can be related to that and I'm thinking of having the attractors follow a linear progression where theres not so good ones to like high end attraction attractors (wow that was a mouthful)

Thanks for reading and the next devlog will probably be about LIKE the attractors I’ve created and are creating!

3 Likes

I drew a bit of fanart for the game! ^^ Keep up the great work!

sorry about the overall quality of this drawing, this is one of my first digital art pieces lol

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9/28/2023

Sometimes you have to dissapear for a while, only to return stronger
(never give up on your dreams, may this be inspiration to you)

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My long absence / No devlogs

Hey guys! It probably hasn't felt that long but it's been 2 weeks, since the last devlog! So basically shortly after the latest devlog, I felt the placement system was lacking and since the new re-branding I wanted it to have walls, and possibly layers... AND I did get the walls working eventually maybe a week after the most recent devlog but it just wasn't working how I wanted too and layers wasn't really hard to implement but it would be weird to have floating layers if there wasn't any support system (i.e walls), so after this I kind of was in limbo on what to do, I think shortly a bit after I learned some mroe blender and found out how to use Geometry Nodes and then after much distractions I came back to the game and I decided that I should just expand and improve on the mechanics the placement system rather than try and implement features that the game wasn't exactly ready for..! So the past weeks was just alot of trial and error and failures, over and over but it was worth it in the end though! I basically had to recreate the the entire placement system many times but it wasn't too difficult!

Proper Rotation

So in the last placement system, I didn’t realize that the rotation wasn’t actually proper rotation, all I would be doing is rotating the building piece by 90 degrees, which of course was rotating it but since the placement system had width and height in 2D for each building piece I had to basically not only rotate it by 90 degrees but I had to also flip the width and the height, so that when your dragging the part around it would automatically recalculate the new position the building piece has to be on the grid! I was SUPER happy when I finally got this working!

So here is a video example of a bush model I created, so in code it’s size defined with a width of X = 4, and a height of Y = 2! So basically when I rotate now it’ll flip the size and recalculate it, if you watch closely it jumps to another point on the grid and also rotates 90 degrees!

Dynamic Placement Piece Size Support

Yay, so basically in the old placement system it only supported the same width and height (i.e 4x4, 1x1), so this kind of ties into the rotation a TINY bit, but now basically this allows for better feeling placement and just better control of how you place things because when you rotate it flips the sze allowing for more accurate placement!

Better Placement Indicator

I think the box indicator that the old system used was kind of clunky and it didn’t look really clean so I decided to add a highlight in it’s place! So basically now, when your able to place the highlight fill color will be white and when your not able to place it’ll be red!

Consistent Grid Rotation

Before this was an issue I glossed over but it would’ve been detrimental when I introduce saving and loading, because the rotation of each paradise is different so basically the grid coordinates wouldn’t be correct depending on which way the paradise was facing so basically, here is a paradise that isn’t rotated at all; the grid would start at the bottom-left hand corner

But depending on how I rotated it; it wouldn’t have the grid start at the bottom-left hand corner and this would be a problem for obvious reasons because let’s say a player saves their paradise on the unrotated one and then they come back to the game and decide to load on one that is rotated 90 degrees, everything wouldn’t exactly be in the right as they placed them relative to where they are looking…
So in order to fix this I had to basically rotate the grid the amount the paradise was rotated and this made every single paradise grid start at the bottom-left hand corner regardless of rotation!!!

Better placement security

So when the player decided they wanted to place a certain object of course I checked if they had enough money, but the problem was that I was also sending the final cframe of where the part should be and I was sending that from the client, which means, an exploiter couldve passed any CFrame and then thhe server would’ve just put it at that spot, but now instead I use just pass over the current location on the grid the mouse is closest too and of course the width and height of the object and the server will calculate all of it and make the cframe on the server without having to ask the client for it, and no latency either!

What's next?

It has been so much fun making the game better even though I didn’t make a whole lotta progress on paper, the placement system is WAY better than it was and I’m super happy about that!

I’m probably going to add some finishing touches to some of the placement system code and after I create more attractors; I’ll probably come back and implement deleting attractors on your paradise as that is probably a feature the placement system definitely will need; the reason I haven’t done it up until this point is because the attractors are intertwined with the plushies so like clean up would be a bit messy but probably not as bad as I think though!

The game still needs alot of plushies and attractors so now that the placement system is finally at a not only playable state but I’d like to think pretty professional… I can FINALLY focus on honing in on my blender skills and creating some beautiful models!

The game is right on track and I’m super happy about how it’s coming along; it’s been a journey and it’s crazy how much time has already passed but let’s keep making this game though! Thanks for any and all the support!

Until next time… (hopefully won’t be 2 weeks LOL)!

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@PuggleyCake I can’t find words too tell you how greatful and appreicative I am of that fanart you made 2 weeks ago, It’s beautiful and everything looks AMAZING… It means so much too me that you put that much time in effort into it for a game that isn’t even done yet! Thank you so muchhh, words really can’t explain :hugs:

1 Like

9/28/2023

Better = More Leverage

WHOOOOOOOOOOO IM SO PUMPED GUYS, NEVER GIVE UP ON YOUR DREAMS/GOALS!

Dynamic Width & Height Sizes / Dimensions For Attractors

I was super stoked when I got this working yesterday while it was a simple calculation it will help out a TON in the long run when there is alot of different atttractors! So before I would have to determine the vitrual width and height for an object by looking at how many grid tiles it occupies, and you can see how this could become very tedious if I had to figure out each width and height, and the worst part is that if I decided to change the grid size, I would literally have to manually go back in and change every single one of the dimensions..

BUT now the dimensions are automatically calculated depending on the grid_size and the tile_size!

It starts off as having no values

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But when the game starts it calculates the dimensions for every single attractor in the game, right now it’s working fine as I only have 1 attractor table right now but later on if I need to make optimizations then I will do what I must!

Here is different grid sizes, and the Grave attractor’s dimensiosn being perfectly calculated… oh it’s so beautiful

5x5 Grid

10x10 Grid

20x20 Grid

50x50 Grid

And this is great segway into…

Major Performance Optimizations/Improvements

So, this one is really exciting because yesterday aftter making the last devlog, I was thinking of attractors ideas… and while I was testing stuff with building on the grid I decided to test it with a bigger grid size, it was originally 18 x 18 which worked great and little to no performance impact but a 50 x 50 grid really started to tank the performance… I knew exactly in the code where I had to optimize but I was having a bit of a hard time wrapping my head around how I would restructure it, and finally today I figured out that it was the double loop going through the grid which was really expensive, so I decided to switch to an ipairs loop and now… the performance is even BETTER and the great thing is that I can go up to 10,000 GRID POINTS with only the tiniest bit of performance loss ( I run roblox at 182 FPS so, it’s probably unnoticable to people on 60 FPS)! Of course the higher it goes it’s always going to be taxing on the computer but I don’ think ill be needing a 100 x 100 grid for this game but… it’s really cool that I’ve optimized it so the player experience can be better!

Here is a quick demo of a 100 x 100 grid, this means 10,000 total grid points!

What's next?

I think I can FINALLY, start just focusing on creating more models now, it’s just that the grid placement system has alot of different things I have to take into account and I was just want to make it as good as possible, the next devlog will surely be models I created! Thanks for reading!

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9/28/2023

The halloween season is pretty much on it’s way and since the game’s new rebrand no better time to get ideas for attractors then looking at the halloween season itself! I’ve only made these 3 as of now but, planning on making more and I’m thinking attractors will be limited to different time frames like you wont be able to buy or place them until that time of year is close like Christmas or Easter for example!

I’m not the best modeler but I can always go back and change what I don’t like!

The Grave

You might’ve seen this in the previous devlogs HAHA… i was so excited to get a devlog out that I didn’t switch it out with just some random testing building piece, but I’m pretty happy with the model and I know a great plushie that could spawn on this one… HAHA or well under…?

Cauldron

This one was uh.. getting the rim was a bit tricky and the overall shape was hard to capture but I think I did a pretty good job with it, also added some decorative bubbles but I'm thinking of adding effects ontop of that when they are placed of course!

The Coffin

The last one I made today and probably the most fun to make, I didn’t have enough knowledge on how to make the cushioning inside but it can always be changed later on though…! I’m thinking I might make a different version as like in fantasy type stuff mummies have regular old coffins but the one I made seems more like one for a vampire!

What's next?

I’m going to keep creating halloween themed models until I have enough to where I can start creating plushies that will spawn on them, I’m not the best modeler but the more models I make the better I get; also I’m using gradient textures and I think it’s really fitting for the game… thanks for reading, cya on the next one!

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