Space MMO [Devlog 1-7]

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Starborn Legacy [Restricted Access - Development] - Roblox (Requires a role from my Discord at the moment)

Assets are all placeholder.

Background: I joined Roblox in 2008, I had a game reach the top of front page back when the top of front page was 90 players. I’ve not developed anything on here since pre-lighting. I decided to come back after a now professional career in the gaming industry and work on a hobby project Space MMO.

I’m not super familiar with expectations on Roblox now, so please be as brutal and honest as possible, as they say iron sharpens iron. Happy to be back!

Discord for live progress updates.

Shield Demo Videos

https://www.youtube.com/watch?v=j7DLMv7j2fQ

https://www.youtube.com/watch?v=EYY-E_nlcm0

Multi-Target Video

https://www.youtube.com/watch?v=B4fs1PD7Bdw

Engine FX Demo

https://www.youtube.com/watch?v=iB9fIf__Osw

Target, Info, Shield Recharge Demo

https://www.youtube.com/watch?v=BrrFTvoHowo

15 Likes

looks good so far. i do like the actual look of the laser firing.

just maybe 2 things i would add:

maybe some effects on the ship getting hit. i would think that in the future, directed energy weapons have been very normalized, and counters would be made. first thing i would think of would be some kind of reflective armor materials or materials that get vaporized to absorb incoming lasers. so maybe sparking or some really bright lights coming off, something like a welding torch?

second thing is realism (though this is a bit nuanced and might not fit what youre looking for). directed energy weapons can already fire for a long amount of time. (ie: the Ukrainian KVS-G6 (is claimed to) last up to 30 minutes and is man-portable). considering the fact that there is (what i would assume is) manned space ship-to-ship combat, i would think that the technologies present would be exponentially more advanced than what we have already. if roll were to be added into the game, i think that could go alongside much longer lasting directed energy weapons and just overall be much more realistic, especially since lasers literally fire at the speed of light (since its light, duh).

^^^
also maybe from a balancing standpoint, DEW countermeasures? there are already some that try to cause confuse or blind other electronic systems like targeting. i would guess that these weapons arent controlled by a real person so electronic warfare could still be extremely viable in this scenario.

just my thoughts, not exactly sure how you want your game to go. it is yours after all.

1 Like

The expectations on Roblox get lower and lower.
You’ve already bypassed them.

Do you got a space port for these ships?

Looks fire so far keep up the good work man, i also joined back in 2008 but my former account got hacked and i gave up and kind of quit Roblox until 2019.

i would think that in the future, directed energy weapons have been very normalized, and counters would be made. first thing i would think of would be some kind of reflective armor materials or materials that get vaporized to absorb incoming lasers. so maybe sparking or some really bright lights coming off

I like this idea, I’ve gone for a traditional energy shield effect. The visual effect itself I can change, but the whole “If target ship has shields, then energy beam hits shields first until there’s no shields left” is all wired up.

2 Likes

Added Multi Targeting.

You can select a ship by:

  • Left clicking on it.
  • By pressing TAB to cycle through the ships (Starting from the closest)
  • Shift + TAB to add the next closest ship that isn’t already targeted.
  • Shift + X to remove the most recently targeted ship (and so on).
  • X to get rid of all targets.
  • Left click to get rid of all targets and target a new ship.

The energy weapons have Pitch and Yaw locks, meaning they can only fire within a certain “cone” and fire at the closest ship targeted within their cone.

The maximum number of targets is configurable via attribute, so ship upgrades “Upgraded targeting modules” will allow players to fight more ships at once, using positioning and all weapon arcs to engage.

Any other suggestions for combat?
On the list:

  • Torpedos/Warheads (Some non-beam impact weapon with longer range, homing but “dodgeable/countermeasurable”)
2 Likes

This space combat is VERY GOOD AND COOL! The game is very dark though, you should make it brighter. How long did it take to make this? I rate it 10/10! Very cool!

1 Like

I feel like the ships should be able to rotate in all directions, camera with it. You’re in space after all, you can rotate however you want. Looks great though

maybe missile swarms because (proven by years of combat) numbers always win. something flashy but still fairly grounded would be really cool, like how in those 80s mecha anime they fly out and swarm and spiral everywhere (ie: Macross/Robotech, Gundam, etc.)


(not guided missiles but same concept of salvoes/swarms)

for countermeasures look at point defense stuff. there is a youtube channel entirely dedicated to sci-fi combat, etc.. i would first implement directed energy for softer targets (or if a powerful enough laser, can cut through stuff), or conventional ammunition CIWS for harder targets.


(bit hard to visualize but they are firing)

either way this project looks awesome already, looking forward to seeing where this goes

1 Like

(Roblox DevForum yelled at me, rightfully so, for posting a bunch of times clicking reply, so I’ve condensed it down to 1 response)

@agentphilip07

This space combat is VERY GOOD AND COOL! The game is very dark though, you should make it brighter. How long did it take to make this? I rate it 10/10! Very cool!

Thank you!

It definitely is very dark, I wanted to make the beam lights “pop”, it will definitely get more polish as I’m not fully familiar with the lighting system still. I had planned to do 0 ambient lighting and then entirely point lights, but then quickly realised the limitations there. We’ll see!

The way I’m seeing it, this game is about 12 buckets worth and I’ve dropped a glass in the first bucket, has taken roughly 10 days of on and off working on it while still having a life and a job :sweat_smile:

@Microwave_Toothpaste

I feel like the ships should be able to rotate in all directions, camera with it. You’re in space after all, you can rotate however you want. Looks great though

I’m torn, initially I had implemented it like that, camera fully rotates with your ship, totally unable to know which direction is up or down, was great, this is where the “Camera Locked on Target” stuff came from, because it became kind of disorientating when I was fighting the NPCs. The main thought was let’s have Capital/Cruiser/Destroy (The bigger ships) operate on this sort of forced perspective, and then the other ships small fighters etc operate in the rotating way.

That said, having played around with weapons more, I’m inclined to agree with you and implement the entire thing as fully rotating flight model. Will leave it up to the early feedback in the Discord.

@xaz_idyl

maybe missile swarms because (proven by years of combat) numbers always win. something flashy but still fairly grounded would be really cool, like how in those 80s mecha anime they fly out and swarm and spiral everywhere (ie: Macross/Robotech, Gundam, etc.)

(not guided missiles but same concept of salvoes/swarms)

for countermeasures look at point defense stuff. there is a youtube channel entirely dedicated to sci-fi combat, etc.. i would first implement directed energy for softer targets (or if a powerful enough laser, can cut through stuff), or conventional ammunition CIWS for harder targets.

This is another one where I’m torn.

There’s so many combat aesthetics to pick from, especially from popular scifi shows like Star Trek, Star Wars, BattleStar Galactica, Star Gate etc.

So my choice is this. Do I pick 1, the balancing and lore are already there, or pick multiple and balance it.

Here’s my thoughts, multiple combat aesthetics would be awesome, bring a whole blend. The problem is that’s more difficult to implement, to that end, I’m inclined to pick 1, obviously Star Trek from what you can see in the videos. Then later, add others. The idea is it’s a Sci-Fi MMO. So factions or aliens can use different weapons/ship designs. Making them all work together will be the hard part. “Minimum Viable Product” for now, is 1 combat aesthetic.

But I agree with you, adding more in the future will definitely be a goal and swarm missiles just makes sense, along with auto-turret point defence.

1 Like

Here’s my thoughts, multiple combat aesthetics would be awesome, bring a whole blend. The problem is that’s more difficult to implement, to that end, I’m inclined to pick 1, obviously Star Trek from what you can see in the videos. Then later, add others. The idea is it’s a Sci-Fi MMO. So factions or aliens can use different weapons/ship designs. Making them all work together will be the hard part. “Minimum Viable Product” for now, is 1 combat aesthetic.

i definitely like the idea of multiple factions having their own combat aesthetic, and i think it could tie really well into gameplay and balancing. maybe one faction have glass cannon ships, with really high damage output but low health, or ones that just swarm you with smaller ships.


swarm idea, not sure how youd get away with optimization but it would look dope as hell

i would say start of with a balanced combat aesthetic, something that shares firepower and strength and etc.. then figure out designs or doctrines for other factions like ship designs, weaponry, etc.. just remember these 2 things: space is so vast that if there is life outside of earth (which there is considering different factions here) that A: there are tons of different ways to kill each other, and its realistic to assume each faction develops their own, but B: things in war have to be tactically viable. its not like a ship is gonna be launching spears and arrows. considering how difficult space travel is and how long it takes to develop it, we can assume that weaponry and doctrines have all been very well refined and the insufficient have been fully rooted out of the picture. it would definitely be difficult figuring out the types of weaponry, but imo itll all be worth it in the end. (this is actually a case where i’d recommend using AI as a consultant, ive found its really good at figuring out these kinds of things, just ask “is X realistic/viable”, etc. because itll give you all the constraints and stuff)

ie: we dont fight with longswords and shields anymore because after a long time, they became obsolete. there is no reason to use them anymore, so same concept applies

because yours seems more sci-fi than what i usually work with, i can expect more wiggle room than im usually used to working with. apologies if i sound very arrogant or nuanced, the stuff i work around is highly based on realism, like “this could probably exist in real life in the future” and that sort of stuff. this is just how i view things like these. though i do still think its important no matter what that things are at least believable from an in-universe perspective, and especially if the same laws of the universe apply, etc.

Thank you again for the feedback :slight_smile:

It definitely will be sci-fi and I can agree that there’s wiggle room and that things that don’t make sense, just don’t make sense.

In this game, the aim will be that I can upgrade my ship, or own multiple ships to do different things, depending on the scope and depth I may add swapping out weapon slots and all that jazz, but that’s stretch goals.

Added Bounding Boxes to ships within targeting range, these dynamically appear and disappear as ships enter or leave your range, this is configurable on a per ship basis, meaning potential for upgrades (Target things further away).

Display Distance, Hull, Shield, Vessel Type and NPC/Player Name to the player. (UI is placeholder)

Added Shield Recharge logic, including parameters:

  • Shield Recharge Delay
  • Shield Recharge Rate Initial
  • Shield Recharge Rate Max
  • Shield Recharge Rate Ramp Time

Which can be used in conjunction with different ship hulls, upgrades and even energy distribution (Full power to shields!) later on to produce different shield strengths.

The delay starts from the last time your shields took damage, the longer you’ve not taken damage the faster the shields recharge, where initial is a lower number per second, max is a higher number per second and it takes “Ramp Time” in seconds to transition (linearly) from the Initial to the Max

1 Like

ECS. I know a lot of people here probably associate that paradigm with yarik’s OOP hatred, but ECS is really great for this kind of thing. The architecture of an ECS system is just naturally more performant than OOP for having hundreds of little entities doing their thing.

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Good point. I should migrate to ECS, it’s early enough in the project to do that. Working on that now.

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Can’t wait to see all the little ships flying around at a reasonable framerate lol

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It looks great, it reminded me of when I played Freelancer, a spectacular spaceship game that’s long since become legendary. Now, if I’m not mistaken, the best one is EVE Online. Personally, I haven’t played it much because its content is enormous and requires a lot of time.

1 Like

I realised I never replied to your question!

Yes there will be Space Stations/Ports. The plan is to use the multi-place mechanic to have different Sectors, with the only method of travel between as Jump Gates, I will publicly say right now, I’ve never played EVE online, but I’ve seen plenty of videos and content to know I’m straight up copying their method. For Roblox I don’t see another way of doing it to create a sprawling universe while keeping it optimized. So jump gates and multiple places it is. (Also means there can be a sense of actually having to travel across the universe to get to other places)

Space Stations/Ports. The rough idea is that you have a hangar at one or multiple of these and that basically is where you keep your ship(s). I’ve not decided if this will be a 1 ship with a clear upgrade path or multiple ships (but only fly one at a time) with different utilities for different scenarios kind of game. I’m leaning towards multiple ships, it’s just greatly more complicated to introduce. One space game I have played a bunch was Star Citizen and while I’m not tackling FPS in my game, I do like the idea of cargo and mining utility ships so the game isn’t 100% about combat.

With the 2 concepts above, utility ships and multi-place “sectors” can replicate some interesting game mechanics already done in a bunch of good space games. I.e. Put the more valuable resources to be mined in the PvP enabled sectors, then you need to team up with buddies to protect you while you’re in your vulnerable mining ship. Same for cargo runs.

2 Likes

Working on that now.

Ok so that took 6 days, but it’s now ECS instead of this weird semi-OOP Frankenstein I was doing before.

wipe-off-sweat-bradley-hall
Thanks for suggesting that early on, that would have been a lot more effort even just a few more weeks into this.

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hey, don’t call me out like that!

my current game is this amalgamation of pseudo ECS and “OOP”

1 Like