Skybound 2

(see: Documentation - Roblox Creator Hub)

Hey guys, I’ve been working on a new filtering-enabled game for the past few months and I’ve finally gotten to a point where I can share it with you all! There’s still quite a bit left to be done, and there are a ton of placeholder models/icons missing/missing animations/etc, but I really like how it’s coming along!

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The game is based around exploring all kinds of different randomly-generated environments in the sky in the form of floating islands, in search of treasure in the form of tools, weapons, and other riches. There’s also a PvP mechanic, players will be able to attack each other and ships using tools they’ve acquired from various shops around the world or from treasure chests they’ve looted. Players will be able to upgrade their ships using scrap metal they can obtain by destroying other ships or breaking down duplicate weapons. Players will also be able to spawn on a single ship as a crew, making co-op play super easy. We’re currently working on adding a diverse selection of weapons to the game; everything from guns to flamethrowers, and even throwing knives!

As for monetization, I’ve tried to make it as unobtrusive as possible. As a gamer, the last thing I want to be reminded of is how the developer is out there trying to get my money. In order to avoid giving players this feeling in SB2, I’ve made it so the only things that are premium-money exclusive are purely aesthetic items. Skins, custom-built ships, and premium (purely aesthetic) frames for regular ships. You’ll also be able to pay to build more regular ships, but I’m also allowing players to spend a reasonable amount of scrap to do so as well. In addition to this, all users will get a daily stipend of premium currency that they can save up to get something they really want if they don’t feel like or cant spend money on the game.

Video:

watch it in its 1080p60fps glory

https://www.youtube.com/watch?v=-Et87bgL4hU

Gallery:
(Coming soon!)

What do you think? Feedback is greatly appreciated!

1 Like

Oooh, I like the idea of the game, and the aesthetics themselves are very fun and interesting. I’d suggest changing the text color to white or something, it’s uncomfortable reading blue on blue. Look forward to playing the game. ^^

“As for monetization, I’ve tried to make it as unobtrusive as possible. As a gamer, the last thing I want to be reminded of is how the developer is out there trying to get my money. In order to avoid giving players this feeling in SB2, I’ve made it so the only things that are premium-money exclusive are purely aesthetic item.”

Thank you, I think this is a great direction. You could definitely still make a profit in the other tougher areas like weapons/upgrades and still keep the fairness, just takes more work. Purely aesthetic items are totally fine though.

Really tired right now since it’s 4am and will sleep right after this so I can’t give a full on what-I-think, but that’s what caught my attention up-front. Along your menu which is a nice job, as well as your building mode. Upgradable ships, co-op friendly, exploration, building, your selection of weaponry and the fact alone that you got a button directing to an arsenal, sounds good!

Nice GUIs and build system, I hope that Terraria music is just a placeholder though.

Oh my! Beautiful looking game. Take all of my money plz.

Can’t wait to see it when it’s done :slight_smile:

Also, you might want to watch your step, that Santa hat looks like it’s going to get blow off. :stuck_out_tongue:

Thanks! Yeah, the Terraria music feels a little too sharp/crisp and a little out of place right now, but it was the only thing I could think of to fit the different biome types. I’ll probably switch it out for something different if I can find something better.

Thanks! Yeah, the Terraria music feels a little too sharp/crisp and a little out of place right now, but it was the only thing I could think of to fit the different biome types. I’ll probably switch it out for something different if I can find something better.[/quote]

Perhaps you may find some useful pieces here: Royalty Free Music - Browse by Collection

Yay its finally here :D, i’ve watched you work on it a few times on twitch.

I can’t play it though :confused: friends only. ( I sent a friend request a bit of a long time a go )

Thanks! Yeah, the Terraria music feels a little too sharp/crisp and a little out of place right now, but it was the only thing I could think of to fit the different biome types. I’ll probably switch it out for something different if I can find something better.[/quote]

Perhaps you may find some useful pieces here: http://incompetech.com/music/royalty-free/collections.php[/quote]

Bookmarked! I’ll check it out when I have time.

[quote] Yay its finally here :D, i’ve watched you work on it a few times on twitch.

I can’t play it though :confused: friends only. ( I sent a friend request a bit of a long time a go ) [/quote]

Sent you a friend request!

I just remembered; if any of you guys want some free stuff upon release, feel free to send me a message so I can remember to generate some item codes for you.

Are you still doing movement server-side? You should really be doing it on the client.

There’s still a server-side character, but for now I’m just letting the client character correct the server character within reason until I can find a better prediction method. That’s one of the things I still have left to work on.

It looks fantastic, and I LOVE the gun, it looks so sweet, I just love when people make very blocky-ish styled games! :slight_smile:

So, it’s been a little over two months and I’m ready to post a bit of a progress update on the current state of the game! Although I haven’t gotten as much done as I wanted due to school/life stuff, there’s been a tooon of progress on backend systems, along with the overall gameplay style. In addition to a ton of bugfixes, we’ve improved pretty much every core system in the game. Ships, interface, characters, tools, etc. Here’s a summary of everything that’s been done recently:

Character
[ul]
[li]Added interpolation for other player’s characters on your client - laggy players won’t jitter on everybody else’s screens![/li]
[li]Better ID-based system for replicated character data to new joiners.[/li]
[li]Dynamic clothes system[/li]
[li]In-depth character customization, including the following:
[ul]
[li]Hair Color[/li]
[li]Eye Color[/li]
[li]Skin Color[/li]
[li]Hat[/li]
[li]Hair Style[/li]
[li]Face[/li]
[li]Shirt[/li]
[li]Pants[/li]
[/ul]

[li] Massively improved custom tool system/backpack [/li]
[li] Much more stable, weld-based movement method whenever roblox decides to implement :GetRenderCFrame() :wink:
[/ul]

Environment
[ul]
[li]Added SurfaceLights to make water on islands glow[/li]
[li]More organized and customizable island spawning[/li]
[li]LOD foliage (unload when you’re far away, start loading as you get closer); trees courteous of Zomebody[/li]
[li]Lootable chests with specific loot tables (winter islands will have winter-themed items, etc)
[li] Highly dynamic structure system; will allow for dungeon-type experiences
[li] Special Event Islands which can be bought with premium currency. These islands will rise at a random part of the map and contain really fun loot, which means when one is spawned, it’ll pretty much turn the whole server into a raging bloodbath.
[li] Made clouds more “fluffy” [/li]
[li]Made world lighting better[/li]
[li]Added dynamic situation lighting/music[/li]
[li]Improved the animation system to support animations on static objects, so I’ll be able to make trees sway, gears turn, chairs rock, and more!
[/ul]

Ships
[ul]
[li]Added support for ship components. For example, you could choose to have lightweight armor and speed, or heavy armor and some speed reduction.[/li]
[li]Improved the ship-save format [/li]
[li]Planned a ship decorations system which will allow players to add decorations to their ships in exchange for premium currency[/li]
[/ul]

Interface
[ul]
[li]Completely redesigned the main menu[/li]
[li]Added a loading screen[/li]
[li]Added functionality and visual updates to the dock and shop menus[/li]
[li]Completed the normal ship creator / component selection[/li]
[li]Added news, settings, loyalty store tabs to the main menu[/li]
[li]Added a custom slider/scrollbar module[/li]
[li]Lots of new icons! I’ve hired a great graphic designer to do all future are for the game[/li]
[/ul]

Gameplay
[ul]
[li]Planned a ship menu where you can view ship stats, access your arsenal, and repair your ship when on board. So, instead of killing yourself to switch out tools, you can just go back to your ship![/li]
[li]Planned a consumables system where you will be able to equip consumables from your arsenal into your consumables pouch. Consumables will be lost upon use and all consumables in your bag will be lost upon death.[/li]
[li]Planned NPCs which you can talk to and interact with. Maybe be sent on top-secret missions?[/li]
[/ul]

…among other things that I can’t think of off of the top of my head right now!

Update gallery:

Most of the improvements are back-end, so there’s not a whole lot of new stuff to show off, but here it is -

There’s still a lot of content I need to add, and a lot of code I need to smite, so sadly I still don’t have an ETA on the release of the game. soon™

1 Like

Will there be a non-combat sandbox style mode as well? I don’t want to be fighting all the time, I’d rather just build a ship and fly it around.

Nice to hear about the new updates Imaginaerum! Been a long time fan and follower of SB. Can’t wait until you complete it. :woohoo:

I might make a non-PvP version eventually, but a lot of the core gameplay is based on players fighting over loot, so I’m not sure how fun it would be.

I might make a non-PvP version eventually, but a lot of the core gameplay is based on players fighting over loot, so I’m not sure how fun it would be.[/quote]
Just purely sandbox, it doesn’t need to be explained. Build a ship, fly it with no worries of combat