Idk if I should create a story game, I have a basic system with a few things that I made for fun. But idk if it would be good to turn this into an actual story game.
In my opinion, if you have the time, dedication, and creativity for this, I believe you could make a great game. Just try not to make things too repetitive and try making it actually fun and enjoyable. I’ve taken my time to preview a bit of the video and it seems like it has potential. As long as you know how to make a good game like this, I believe it could work. Also, if you don’t have a team, try getting a team to help you create a game like this. You definitely could do this by yourself, but I believe others creativity, your teamwork, and your unique designs or scripting technique could greatly boost this games appeal. Although, just be aware, games like these take a lot of time and dedication so I hope if you decide to pursue this, be true to it and actually finish it. I believe in you.
thank you so much for the feedback! I do have one other person which is my friend who builds all the maps. He is really good in my opinion and I really love how he can create maps in different styles.
here is some of his work:
From going down
This is from the free roam fnaf game that got paused a bit ago since I need to figure out a few other stuff before making this game.
Not finished with the design but working arcade that can actually be played during the night. uh, I did that.
This is from a different game with a VHS filter and warping effect. You can find some devlogs on this on my channel:
From a realistic testing game.
I really have a feeling that I’ll be able to finish a quick little story game. I want to keep it to a very small amount at first, maybe expand later. But I’m seeing about 5 minutes for a very quick showcase. I have made every system in the game modular so I don’t see what can go wrong
The maps are great and they look wonderful! When the actual game releases, try making a game trailer or a teaser that this game is coming out. The feedback from others can really be useful and helpful when building games. If that seems to difficult for you, try releasing it to a handful of friends to test for bugs, glitches, etc… Also, you could just look over your script and try to bugfix with your friend and just play it to see if there is anything you think the general audience would like, or if you think a feature in your game is too overpowered and can be abused easily, you can try fixing that too! I do think that making a game teaser on Youtube, or maybe giving permissions for some friends to try your game out would be best though, because they could share it with mutual friends. Who knows? Your video might blow up and people can’t wait to play your game. In that case, you would really need a team. The only concern I have, is your scripting. As you said, your friend is a really good builder/map designer but I don’t know if they are a good scripter. Also, this is not your final copy on your maps, but if you are really trying to create a lore-based game or a story game, try adding small touches in the maps like a small toy on a desk that people might not notice which will be a secret teaser for another update. You could also add a small mirror in the map which whenever a player walks beside it, will show their figure invisible but outlined, leaking more updates. The possibilities are endless. Just remember, whenever you try to make a story-based game, try to add as many details, no matter how irrelevant, how useful, or how peculiar it is, because any small detail can make it 1000 times more worth playing.
A good thing to keep in mind is that it is important that your story is interesting regardless of the game around it. If you released the story in book form, would it be good? If so then absolutely you should go for it
I always work with my friend edgy, he’s the one in charge of building the map. I mainly give him the idea sorta of what I kinda in vision, but for most projects I leave it up to him for the visual style. It was an issue a bit ago on how the map would look since I held him at the exact standard of what I in visioned rather than giving him the freedom to do what he wants.
For the music I sometimes put in some of my feedback for what I want in the game but for how he creates its always up to him. He makes some really good music. Here are some examples:
This is just something he made just because. Also this is from [Dec 31, 2024]
These are from Going Down (not all the ost) [May 28-Aug 03, 2025]
This is from a game that just let full creative freedom take over, no rules for building, scripting, or anything really. No lore restrictions. No realism restrictions and it could just be some wacky game.
But as for me I’m the one that does the programming and animations. I don’t really show off my work that much, and its difficult to really show since I just kinda made a bunch of systems that are very basic and simple and aren’t really that visual. But I have done things like redo Roblox’s entire animation system.
I found that Roblox’s animation system kinda sucks and is limited in many areas. So I decided to make my own. I also made an NPC version. It has stuff like Animation groups, where it can store a list of animations and its properties for easier access in other scripts. The group also has a function for playing all animations within it. I can also get a certain animation from the group. And best part about all of this, I can preload all animations in the game. I can even force a specific animation to be loaded or to play on the player.
Some example functions:
local CanPlayAnimation = true
Animation:AddAnimation("Takeout_Keycard", "rbxassetid:// - ID here -")
Animation:CreateGroup("Keycard_Stuff") -- Creates an animation group to store all the Keycard animations.
Animation:AddToGroup("Keycard_Stuff", "Takeout_Keycard") -- Adds the animations to the group
if Animation:IsGroupPlaying("Keycard_Stuff") then -- Checks if any of the animations within the group are playing.
--[[
This is useful for checking if 2 animations that are just variants of one another are playing.
And if you want both to stop you can do:
StopGroup("Keycard_Stuff") with the added bonus of being able to add a fade delay to all of them.
]]
CanPlayAnimation = false
warn("Failed to play other animations due to one already playing")
end
You also can chain animations together by using a chain function, which can make multiple animations play next to one other. It can even play a few selected frames early from the previous animation. You can even add multiple animations to play at the same time with its own settings.
Animation:CreateChain("HoldKeycard", {
{identifier = "Takeout_Keycard", fadeTime = 0.2, weight = 1, speed = 1, triggerOffset = 2}, -- Animation of grabbing the keycard
{
{identifier = "IdleKeycard", fadeTime = 0.3, weight = 1, speed = 1, triggerOffset = 1}, -- The arm for holding the card
{identifier = "IdleKeycard_Card", fadeTime = 0.3, weight = 1, speed = 1, triggerOffset = 1} -- For the card which won't be effected by the weight changing based if the player is moving or not
},
})
It also makes keyframe events so much easier with just needing a quick function:
local HoldingActivationKey = true
Animation:AddAnimation("Takeout_Keycard", "rbxassetid:// - ID here -")
Animation:OnKeyframeReached("Takeout_Keycard", function(KeyName, keyframe) -- returns the keyframe name and also the keyframe that the event happened on
if KeyName == "CheckState" then
if not HoldingActivationKey then
Animation:StopAnimation("Takeout_Keycard", 0.5) -- Stops the animation with a fade time of 0.5
end
end
end)
I would show it off but the code for it looks.. eh.. it definitely needs to be optimized and wayyy better. But its more of a prototype. I might improve it later on though. And even release it to the public for the player one and the NPC one.
it also resets all animations when the player dies so it works no matter what. There is also a fail safe function if all goes wrong somehow. which is called “Cleanup()” which resets the entire animation module.
that is a good idea, I haven’t really given much thought about what the story will really be about. Right now I’m really focused on the mechanics of the game rather then what the game will be about.
My current idea is the character needs to get a job at Unfounded Productions, and it leads to the player trying to destroy Unfounded Productions for being corrupt. The idea is that some other character wants the place shut down for good, and so uses the main character to do that.
I haven’t given much thought to anything else but I will figure it out and than maybe update you with what I have for my thoughts on the story. Thank you for your feedback I’ll definitely think about the story for a bit
The story part of these types of games takes a lot of creativity. Although, you should make it more lore based in your story game in my opinion. In my experience with story games, I decide to think of the lore first and then create the final products so that I know what’s going to happen and how I will plan things out. Usually if I want more rebellious story games of sorts, I would try to do something like Poppy Playtime’s lore and how in-depth it is with all it’s characters, or even Doors during the Mega Hunt Event. That was really fun to play and even though, most of it was walking through doors and adventuring, I still felt that it had somewhat of a lore component in it. Those are just some ideas of what I have done in the past though. (Btw do not full on take mechanics and lore components from the games that I mentioned, try making it more original and ONLY take INSPIRATION from those games.)
Thank you, I’ll definitely think more about the lore of the game.
No problem. I hope I helped and I hope that your game turns out spectacular.














