I certainly underestimated how much effort it takes to make a not so simple menu. Not only did I slack off for a whopping 2 (maybe 3, didn’t count) weeks, but it also took me one or two weeks just to finish the weapons menu.
About the game, for those who don't know
I’m working on a game with two teams, guardians and nightmares. One good, one bad. At the start of every round, players can choose between the two teams and battle it out. Along the map are structures that players must heal or destroy. If you’re a guardian, you have to heal the structures. If you’re a nightmare, you have to destroy the structures, and you have to do so with the weapons you have. You can also shatter, or kill, enemy players with your weapons. At the end of each round, the score will be tallied up, and depending on how you did, you will earn crystals, the currency for the game, and exp, for your team’s level.
You have two different exp levels. One for guardian, and one for nightmare. If you finish a round as a guardian, you get more exp for your guardian level, and same for nightmare. Moving onto weapons, you can obtain weapons by purchasing lootboxes (this is what I’m planning, but who knows, it may change) around the map, and there are four different rarities: common, rare, epic, and legendary. The better the weapon is, the higher rarity they will have. There will be swords, spears, bombs, you name it. Each weapon will be special and useful.
You can bring 3 weapons with you. A primary, support and special weapon. Primary weapons are weapons you will be using a lot. These will include effective weapons, such as swords and spears. The kinds that are reliable and strong. You can also bring a support weapon, that’s just for support and for doing what your primary weapon can’t. For example, your primary weapon could be a melee weapon like a sword, and your support weapon can be a long ranged weapon like bombs and stuff you can throw. You can finally bring in a special weapon as well. These weapons will do something special, like a shield that lets you endure more damage, and a powerful hammer that lets you smack anything in your way. The use case of special weapons often vary, so that’s why it’s special.
Anyways, back to the actual devlog.
So I just finished a weapons menu, a user friendly, yet complex menu. The reason it took me so long is because not only did I take a long break from touching studio, but I also was lazy, and I wanted to stuff in a lot of features for the player, which made it even more of a pain. While developing AutomaticSize got released, and it was pretty tough to work with because I use scale for everything. It was also my first time using a UIGridStyleLayout. What a rough learning experience. Took ~500 lines of code.
My goal here was to make it as convenient as possible so I included these features:
- Two different tabs, one for guardian and nightmare weapons. You can switch between them with ease.
- A little space that displays info for the weapon.
- A nice little drag n’ drop system so you can equip weapons with ease.
- The convenience to click an equipped weapon slot (at the bottom corners of the screen)
- And more that I’m too lazy to list.
I would put a video here showcasing the menu, but it’s too long to upload, so here’s a little picture of it.
Click here to try the game out yourself.
https://www.roblox.com/games/5955969851/savior-vs-destructor-game
Please let me be aware of any bugs and let me know if you have any suggestions for the weapon menu or anything.
Coming up for the game, you can expect some bots that will fill in for missing players or players that leave. I’m gonna do my best to design their behavior very similar to a player as best as possible. Because they’ll fill in for players, I’m probably gonna remove target score mode, because it’s no fun and I only added it so players won’t have nothing to do if they have nobody to fight against.
Just note, the spears won’t be one of the starting weapons at release, and they aren’t more powerful than the sword because the sword does more damage to players. This will be more nticable when I add bots.