Swordburst Online[Pictures]

External Media

The game

Hey guys, so over the past few months I’ve been working on my biggest (and most time consuming RPG) yet. It’s sort of an RPG to mark the end of my ROBLOX RPG career. Unfortunately I don’t have the time required to work on full games thanks to university, so I figured I’d go out with a bang.

The game is based off of the anime, Sword Art Online, in which players are trapped in an MMO world and they learn to use it’s mechanics as a part of their day to day life. I made it my goal to create a world that had so much interaction, it didn’t even feel like ROBLOX anymore. I feel this was achieved as I see players living their RPG life in the game doing various things such as crafting, selling to others or fighting mobs of course.

The object of the game, is to clear dungeons to unlock the next floor. In order to make the game large, I decided to use universes. This worked great as I could let users teleport to the floors they’d unlocked. The major flaw was that parties often got broken up. To compensate for this, I added a feature where they could type their friend’s username, which would then be translated into a userId (thank you woot3 for the help with this) which would then check if a) Your friend was ingame b)They were on a floor you already have unlocked and c) You were on a teleport pad. This is a neat feature because as far as I’m aware no ROBLOX game has done this yet.

The first Alpha test, which happened two weeks ago, lasted two days and achieved 45,000 visits within that time frame. It peaked at 1,178 players which earned it a spot on the front page. Even after closing down the game after the alpha test was over, even if we had 1 tester player online, the game held the #1 top rated slot. Possible website bug? Anyhow, here are a ton of screenshots from the development!

[spoiler]I launched the beta today, and Ripull recently mentioned (after I got twitter @RukiryoRoblox) that I should post about the game here…so that’s what I’m doing.

Looking over the town as players explore different aspects of the game.

The maps made by Kythor and Kensai666 look great.

I don’t know how OPOHolder managed to solid model this, but WOW.

Zythor made me this beginner town in two hours, and he rushed it for the beta release. I have no idea how he pulls this off.

Nice beach view from Floor 2.

Right after beta opened, we decided to take on the boss as a group of 20 level 3s. We lost. Badly. But it was fun.

The sneak peek of Floor 3 which I released on twitter to create hype for beta. Looks like it worked.

[/spoiler]
If you’re interested in seeing more of the development, check out @RukiryoRoblox on twitter.
Hope you guys find this cool!

2 Likes

Looks pretty nice.

Are you doing 100 floors for this game?

[quote] Looks pretty nice.

Are you doing 100 floors for this game? [/quote]

If I’m paid 100 million USD, I’d maybe consider it.

Two images are broken in the spoiler.

Why you no use 1080p pictures ):<

Ripped these off my twitter :confused:

I see you decided to go along with it haha

It looks great!

Please tell me you’re not going to keep the monsters the way they are. I despise monsters that just charge at you without any animations, or AI whatsoever. They also don’t even give any feedback. When I’m 6 studs away from them, they still damage me. Also, are you using StreamingEnabled? When I entered the 2nd floor, people were massively complaining about lag. Then when I started to move around a bit, I got a huge frame drop. My UI didn’t even render when I was looking at the tower. (But hey, it’s a beta. I’m sure you’ll fix it later on :])

I love the looks of the weapons by the way. And the main town also looks really nice.

[quote] Please tell me you’re not going to keep the monsters the way they are. I despise monsters that just charge at you without any animations, or AI whatsoever. They also don’t even give any feedback. When I’m 6 studs away from them, they still damage me. Also, are you using StreamingEnabled? When I entered the 2nd floor, people were massively complaining about lag. Then when I started to move around a bit, I got a huge frame drop. My UI didn’t even render when I was looking at the tower. (But hey, it’s a beta. I’m sure you’ll fix it later on :])

I love the looks of the weapons by the way. And the main town also looks really nice. [/quote]

The lag was caused by an error that was spamming the server. Fixed that. As for animated mobs…another reason I refuse to use ROBLOX to make RPGs anymore :stuck_out_tongue: It’s just too annoying to animate mobs without 21st century technology that I can use in other games. The point behind the game was to include many features, so not tons of time was spent making mobs detailed as they’re only a small portion of the game.

Still need a stats reset after my sword disappeared. Q_Q

[quote]
The lag was caused by an error that was spamming the server. Fixed that. As for animated mobs…another reason I refuse to use ROBLOX to make RPGs anymore :stuck_out_tongue: It’s just too annoying to animate mobs without 21st century technology that I can use in other games. The point behind the game was to include many features, so not tons of time was spent making mobs detailed as they’re only a small portion of the game. [/quote]

Good to hear that it’s fixed. Would you be able though to give enemies different ‘moves’? Like a spell caster enemy will keep a distance of about 20 to 30 studs casting spells on you. Even if half the enemies do their own unique move, it would be more refreshing than any other RPG in Roblox - I think.

Top left for location reference; bottom right for where the hole is

Btw, absolutely love the death triangle effect – just like in the series.

[quote]
Top left for location reference; bottom right for where the hole is

Btw, absolutely love the death triangle effect – just like in the series. [/quote]

Thanks! In the game settings, turn up your effects quality to high if you have a good PC and it will use something like 150 parts per explosion.

Ugh, it took about an hour, but I finally got some kid to give me a sword for free.

I like that bluish sword the most. The terrain looks awesome!

There is a lot of space to improve…

Firstly, are you going to revamp all the maps?
In the actual anime series, and perhaps the manga the maps are really big and detailed - I’d also like to see the town of beginnings somewhat represent the actual town :expressionless:

Congratulations on front page.

Got to level 13 and have 2 Skydusters >:D

I’ve gathered a short list of issues and annoyances that I and other players have experienced
[ul]
[li]Parties still don’t work → Value is not a valid member of Model [b][/b] Script ‘Players.IlIll.PlayerGui.NoticeHandler’, Line 119; you should use the WaitForChild method on Value to prevent this error[/li]
[li]It’d be nice if multiples of the same crafting item would stack in the inventory; ie. I have 23 Wolf Hides so it should say x23 Wolf Hide or something. It’d be extremely helpful because presently, it takes a long time to find just 1 Orkan Ore in my inventory to sell to an other player because of how many items I have[/li]
[li]I don’t know if you updated the database yet, but shields and spears are useless lol[/li]
[li]Floor 3 is SUPER laggy!! I believe the cause are those trees; they look like they have hundreds of parts!![/li]
[/ul]
Overall, great beta!

The game is amazing so far, but I don’t like the stat balancing. I don’t think the easiest enemy should be able to nearly kill a solo new player. During the last alpha testing I would always see a lot of new players getting killed left and right until either they got help from someone or just left. The high difficulty lasted until I got my second sword and started dual wielding. The stats of the enemies seem to be based around dual wielding which isn’t fair to newer players who can hardly get a kill. Since dual wielding is a rare skill in official canon, maybe you can add in some form of requirement to use swords in both hands, and either make existing swords more powerful or nerf the health of everything.

I’m confused as to what the hell I’m supposed to be doing, the text attached to things isn’t a very helpful way of telling people how to play. The people on the server seem to be feeling the same way.

The UI feels a bit too big and clunky.
I have a 1920x1080 monitor. I shouldn’t be feeling claustrophobic from a UI with a screen of this resolution.

The map’s pretty however, I’ll give you that.