As I get further into building my map I’m really wanting to restrict players to R15 in game settings.
This would be for aesthetic and practical purposes. Things like counter heights, chair sizes, car dimensions, door widths, etc are already hard enough to create for R15. Add to that walls have to be at least 14 inches thick in order to insure players don’t poke through them (even with collision set to outer).
My concern is I’ve seen a comment here or there stating some players only want to use R6.
Most games don’t have this issue because the characters bodies are reasonable size and proportion. I’m wondering how crucial it is to let players have R6 enabled?
Edit: Sorry for confusion as I’ve sorted out that Rthro is most likely the one I want to restrict players to, but, the basic question remains.
If you have certain animations for R15 that really only make sense using that character model, then it’s probably best to restrict to R15. But if you add simpler animations for R6 then there isn’t really an issue. The only thing you seem to be having an issue with is size - can’t you already restrict this to the default proportions? I haven’t tried it but I imagine it could be something Roblox supports. I’d provide more research into my reply but I am fairly caught up at the moment; take a look into it and perhaps others will help you out in the mean time.
Yes actually there are size restriction options. Is that acceptable to players? I could do that but then the question would basically be do players get mad when you do that? If you design your avatar as a little guy and in my game he’s 5-6 feet tall (you can set % ranges), will it be no good to them?
The reason I wrote my question the way I did is because when I tested R6 and R15 they were different sizes by default. I associated R6 with much smaller avatars.
No developer really knows what the public may think about a certain feature in their game, the best way to know what players might think, in my opinion, is to have some non-developer friends test the feature in your game and provide feedback, with answers from actual players you may know how to alter a feature or just leave it as is. Anyways, I hope this helped you, it’s probably just what I’d do. good luck my dude
Thank you. I just know from looking at Youtube comments that when Rthro came out many players were dramatically threatening to “quit Roblox forever”. It seemed like since Roblox is a platform with a certain culture, not an independent game, there would be a clear answer.
In my opinion, I do think you should restrict your game to R15. As Roblox develops and grows everyday, it becomes very familiar to players that “R15” is really the standard default. There are also a lot of cool perks to R15: a more lively look on Roblox Characters, room for more expressive animations, and a lot more flexibility when creating games.
TLDR: R15 is the way to go, players are familiar with it and enjoy it the most.
Honestly I think if there is a reason to restrict you should. Doing it for no reason gives you no ground to tell players why you made the switch, if you do switch I’d recommend adding a PSA in the games description and/or discord server, or just someway to let the player know why.
Of course sizing is hard with R15. Players have the ability to pick their own scale for their body parts. This is not a problem with R6, so I don’t see why you would want R15 for practical purposes. R15 is also uglier, making it a worse option for aesthetics as well.
If you for some reason still want R15, just make it so custom scaling doesn’t apply. While sane people prefer R6, the truth is that most of them won’t not play your game because it’s locked to R6. Too many games are restricting player choice for them to have a basis to boycott your game.
Also, I personally think that it’s silly to have 3 different avatar systems on the same platform. There is no good reason to support R6, R15, and Rthro all at the same time. As much as I love R6, I think we should just let it go and force Rthro on everyone. It is inevitable, and sooner is better than later. Additionally, games with different avatars are less “aesthetic” than games with one avatar type. Make sure it fits the style of your game though. Older games are better with R6, low poly ones are better with R15, and realistic games with Rthro.
I basically just want to make a good looking and fun game where characters sit in seats and feet touch the floor, no one puts their phantom hands through walls, yada yada. I only made R15 my focus because R6 is older and in order to maintain my remaining sanity (.5% remaining) I need to choose something. In the real world things can be designed for “average” height and width of humans. I’ve decided the best I can do is design for a max scale R15 and then slightly smaller R15s will at least fit in their seat/door/straightjacket.
Edit: Rthro is fine actually I just need to pick ONE avatar type so I can cobble together a couch. Didn’t know if there would be player revolt. Further, thanks for making me realize there are 3 types. I thought R15 was also called Rthro (interchangeably) and was the newest. Boy oh boy.
If you read the comments at the bottom of this page you’ll see what I mean about players wanting R6/R15 and not Rthro. Same on Youtube.
I understand your pain - Roblox has developed so far yet we continue to use the legacy styles that defined Roblox in the old days. I don’t see anything wrong with that, as RTHRO doesn’t really appeal to a lot of people. That being said, R6 isn’t very common, either. R15 is the standard for now, but R6 was in a similar position previously. So taking the future into account is a good idea.
However, if you have RTHRO already down, and you can change the proportions of R6 avatars, you can probably support all character types flexibly. Take a look at Loomian Legacy (I use this as a reference because it’s a solid game from a lot of aspects) - they are driving RHTRO while allowing users to dawn whatever avatar style they like. Needless to say, they get the wrist “Loomi” watch the right size for basically every wrist there is on Roblox. If they can do it that meticulously, then I’m sure changing proportions won’t affect the way your game plays out, both functionally and aesthetically.
Now if your game is competitive, then you may want to standardize R15, or somehow make the proportions almost exactly the same (nearly impossible to do). You don’t want people complaining about hitboxes and stuff. But for casual games this doesn’t really matter. You can contrast Loomian Legacy and Arsenal for looking at “casual” vs “fair” vantage points, respectively.
A lot of the advice in this thread is really solid - we all seem to be moving away from R6 and there is some common ground in using R15 for some, while others are considering the future outlook of Roblox avatars. Both points of view are great, I believe it depends on the use-case more than an end-all absolute way to do it.