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In 2012, the games team released a game known as Roblox Battle, which was a basic battle game with rounds and such, and in 2013 got massive updates, including the lobby, game modes, team battles, coins, the 3D inventory, armor, and many other cool features. Later on, the game was open sourced for anyone to use, except the armor and maps were not included because they were stored in the InsertService (unless you stole them using a personal server).
However, the game had a lot ofā¦ flawsā¦ three being it used DataPersistance (not good for people using that game to learn more about Lua), required loadstring() to deserialize data, and wasnāt FilteringEnabled. This is where I first decided to make a version that worked the same, but had FilteringEnabled, no dependency on the InsertService, no loadstring() for deserialization, and used DataStoresā¦ then I thought of new features and I came up with the game Roblox Battle Remastered.
The first few weeks were mostly back-end changes, which I called the alpha phase, more to test if the concept could be done. (Most of what is listed is based on the changelog, I could have forgotten to put something down).
Changes during Alpha phase:
-Enabled FilteringEnabled
-Re-organized many scripts into MainScript with modules
-Move most storage items from values to ModuleScripts
-Fixed replication bugs caused by FilteringEnabled switch
-Reduced 350 warnings in Script Analysis to 0
After I got it working and I had the idea could create a new edition from this, I got to work on the early-beta phase, which was the first few weeks before I kept a good changelog where I tracked all of the dates:
Changes during the Early-Beta phase:
-Added game mode Rocks Vs. Bazookas
-Added game mode Rail Wars (One weapon railgun)
-Added game mode King Of The Hill
-Added game mode Territory Wars
-Added map The Shard II (I wrote this before I figured out how to get the original)
-Added coins shop for Robux
-Moved all maps and weapons to ServerStorage (less replicates on start)
-Added Double Coin Saturdays
-Added global KOs, WOs, and Coins leaderboards
-Added Slot Machines
-Added follow bonus of 5 coins
-Added twitter promotions
-Added random log-in bonuses (5 to 25 coins every 18 hours)
-Added server shutdown screen
-Fixed Juggernaut not awarding to first person
-Moved to RemoteEvent to display round
-Re-did inventory to not take whole screen
-Added SetNetworkOwnership API to all gear
-Added armor Reflective Armor
-Added armor Leapers Dream
-Added right click to go back in tutorial
-Added Boss Armor (need to talk to Shedletsky, then I will enable)
-Re-added pages of armor over 1 page
-Added map The Abandoned Lobby
-Added descriptions for armor in inventory
-Added new lobby
-Added Neon to team crystals
-Added PlayerPoints, add for KOs, subtract for WOs
-Added selling armor
-Made shop more compact
-Added consumables shop
-Added map The Spire
The final stage I did was what I call the late-beta stage, when I actually had a proper viewable changelog viewable.
Changes during early-beta phase
-Added Trading
-Rewrote ArmorService for fixes and new features
-Added armor redeem center for items obtained when full
-Added repair shop
-Added displays for all players in game (the are to the right of where you spawn)
-Changed seats to use Occupant instead of SeatWeld
-Added history for purchases with Robux and Tix
-Added mobile ad board
-More coins spawn from players with higher streaks
-Added front-end work for global kill feed
-Added global settings for server
-Added settings saving
-Inventory pages tween
-Added large coin drops from players with 3+ kill streaks
-Added F7/ButtonL3 debug gui
-Added controller support for shop and inventory guis
-Added locked creates
-Added visualizer for DataStore being online
-Added Blue Cut armor series
-Added General Chaos armor series
-Added Gold armor series
-Added Jetpack rare drop
-Added Reacon Mask rare drop
-Added Reactive Helmet
-Added Sword Elimination
-Added Quick Kill game mode
-Added Swap Tag game mode
-Added One Weapon Madness game mode
-Added Capture The Flag game mode
-Added music to rounds
-Added preload screen (sounds load first, then main guis, secondary guis, lobby elements, armor and tools, then meshes
-Fixed auto assigning allow for 2v0 rounds
-Added auto-deposit of coins on leave
Pretty lengthy list of changes if you ask me. I started in June, and had a 2 week Hiatus during September for vacation stuff.
Right nowā¦ either I could get to the front page, or this will completely fail. I am hoping the ads I plan to run and the promotion I am doing with Innovation Inc will help. It is my first game release.