[RDR] - Not a game but an application

[center][size=4]Game:[/size] ROBLOX Dressing Rooms
[size=4]Player limit:[/size] 1
[size=4]Uses FilteringEnabled:[/size] False
(out of necessity, as FE would break most gear items)[/center]

[center]

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Today I uploaded an update to my [strike]game[/strike] application RDR, which is a complete remake of what I’ve previously posted on RbxDev.

RDR started out as a simple game where you spawned in a tiny building, with Billboard and on-screen Guis giving you the ability to test out clothing from the catalog. It was my intention to create a lightweight game that would allow users to quickly try on assets from the catalog that had caught their eye, while being more advanced than the free-modeled “Try out any catalog item!” games you find everywhere.

The place was simple and easy to use, the interface user-friendly (according to the users), but I wasn’t really satisfied with RDR. It still felt like a game, if that makes sense. RDR’s 200 favorites and 55:7 thumb up/down ratio, though, told me that users were in fact finding it useful. And so, I decided to completely remake RDR, and turn it into an actual application of sorts.

RDR has multiple features. In addition to the simple addition of items to your character, there are tabs for new and featured assets, viewing asset details, and a sandbox-style map that allows you to test gear. The map even features a simple build mode that allows you to place test dummies and destructible structures to clobber with your favorite gear.

This is the character screen. Here players can add/remove clothing from their character, toggle body colors, and purchase and use outfit slots. The outfit slots basically work exactly like the feature on ROBLOX where you can save your current character as an outfit. Also notice the ability to toggle the rotation and animation of the character.

This is the asset view screen. Here players can view the details of any asset, either by entering their URL/ID or right-clicking an asset in their current outfit/saved outfits. The displayed asset is my “Outfit Slot” developer product.

This is the screen that displays new and featured assets. Featured assets are assets of my own choosing, and new items are–of course–new items found in the catalog. I add the asset IDs of either category to the description of a decal I created, and the game uses the MarketplaceService to obtain those IDs then populate these lists. In this way I can update these lists at any time, and the changes will be seen across all servers without the need to update the game. I basically find this method a lot easier and simpler than using the Http or DataStore services.




RDR also features a sandbox-style area to test gear, which contains a simple build mode. Here you can see me placing a few test dummies…




…and blowing them up here :]

Want a moving target? No problem.

How about a target that fights back?

Also included in the build menu and not shown here are a couple destructible structures, perfect for explosives.

Since this game simply can not use FilteringEnabled (FE breaks most gear), I made it a single-player game. This allows me to give the user total freedom as far as building goes, and makes it so any exploiting players aren’t a problem (if someone speedhacks and starts zipping around the map, the only ones going to be hurt are the test dummies). The same goes for users who decide to spam over-powered gear.

To maintain good practice, though, I kept RDR optimized for both multiplayer and FE. With just a few tweaks of the interface and game mechanics, I could easily switch RDR over to a 15-player FilteringEnabled game. I’m actually considering creating a multiplayer gear lobby so users can play with friends.


It was my hope with RDR to create a place that could be considered the go-to place for many users, when it comes to testing catalog items. Do you think I succeeded? Anyone with comments or constructive criticism, let me hear your thoughts; hit that reply button.

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The user can still mess with the game, but only at their own loss. :stuck_out_tongue:

In competitive 1 player games this could be a problem though.