As one of the developers who worked on the Egg Hunt of 2017, I do agree with your views. Our game had itâs flaws and we did what we could to try to avoid that - but itâs a lot easier said than done. Also easy to say hindsight.
Making a game of this caliber in 4 months is no easy deed. As a contract team you also get some dictation to what you can and can not do, so youâre not 100% free to make the game the way you imagine it, even though custom games have more freedom than other sponsored events might have.
But all in all - to anyone considering this contract: go for it! This project was the coolest project of my life (so far), and I learned so much through the 4 months the project went on.
True, it is easy to say in hindsight, but pointing it out here isnât to get upset that the past could have been different, but instead to help the future. Itâs the next hunt, the next team could hopefully keep this in mind and work with both to help next yearâs hunt hopefully surpass the 2017 hunt.
And when you havenât play-tested the alternative . The vast size of the 2017 EggHunt maps contributed a lot to the atmosphere and feeling that the places were worlds rather than rooms. Sure, there were spots where I would have appreciated a fast sprint key, but I personally would not have wanted them to shrink the worlds.
Vast doesnât have to mean empty. I still stand my ground in saying that some eggs filling in the emptier spots, along with a slightly faster speed, would have fixed the issue. Sure, the feeling of rooms may be bad, but rooms connected to long hallways isnât going any further past that issue, especially in cases where you need to trek the same hallway over and over and over.
A good way it could have been done may have been a balance between the default speed, and the speed you got when wearing the bunny ears. Not exactly a sprint, but still fast enough to not make the empty paths less of a chore.
Past that is the previously mentioned sprinkling of eggs. A few ways I would suggest is maybe animals or insects with simpler things to do, or maybe plastic eggs? Wouldâve been pretty neat to have one plastic egg color per world, maybe even have them hatch to give little prize hats to keep⊠So long as we kept the shells, anyways. Donât want another Egg Hunt 2013 incident.
Just thought id throw out a small âgood luckâ message to all the teams signing up for the developer group. This is a huge oppurtunity for the entire developer community, both old members and new ones, to show off their skills to the entire world through ROBLOX. Good luck to each and every one of us, and congrats to whichever team gets chosen to create the 2018 egg hunt! (Personally, im hoping my team does for evident reasons)
Working on an event is hard work, but the experience is more than worth it. As DieSoft already mentioned, you get to work with some incredible people in a AAA style, and it looks great on a Resume.
If you have the drive, Iâd 100% say go for this!
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KnightGaladeld
(KnightGaladeld)
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#48
Still surprised no-one has done a ratchet & clank, jak & daxter style of game. Theyre expansive but hardly ever dull, which I think is a huge issue with almost every prior egg hunt.
Map quality has greatly improved last year, hats off to the Dev team behind it. As mentioned earlier the team had to make games for every egg, places like the hub world were great, but I think whatâs really missing from the game is a change to the core game loop. For the last few years itâs been;
Spawn â travel to egg â perform task â get egg â repeat.
Players are spending the majority of their time in the second phase of the loop, and thereâs no engagement there. If you can make movement fun and challenging you will win. Collect-a-thons have been nailing this, a hat in time is a fantastic example.