All feedback is appreciated!
Play the game for yourself - DESOLATE [pre-alpha] - Roblox
looking for builders and animators!!! hmu
Log 21, May 29th 2024
Log 20, May 27th 2024
Log 19 - Friday, May 24th 2024
I’m rewriting the whole system, currently working on inverse kinematics among other things. It’s been a while since I made an update.
https://www.youtube.com/watch?v=TWUrrcZndE0
Log 18 - Monday, March 11th 2024
You can’t even lie we have come a long way lol…
https://youtu.be/pEQ-BaRXPM0
Here’s the first video on this devlog…
https://youtu.be/lOgS8EWXeYE
Log 17 - Sunday, March 10th 2024
Log 16 - Friday, March 8th 2024
Map development, all by me, not my models though.
Random game devlog #20 - #12 by 1_upz
Tiktok media post I made:
TikTok - Make Your Day
Log 15 - Thursday, March 7th 2024
Log 14 - Wednesday, March 6th, 2024
Added inverse kinematic legs, walk animation, run animation, improved fps arms significantly, improved recoil. Let me know if you guys have any feedback for this update. Major improvements have been made.
https://gyazo.com/bd45a9050341531a40b925341a6e659a
https://gyazo.com/4e5b606fa64e35dff1b1d5333d2ff1c6
https://youtu.be/WBlEd28IFJE
Log 13 - Wednesday, March 6th, 2024
Added FPS arms, needed that added cool factor, now I’ve got my work cut out with all this animation, so I’m looking for an animator. If you’re decently experienced at animation and want to make money on a job by job basis hmu. Paying $$$ not robux.
https://youtu.be/lR2swvJI_S4
Log 12 - Monday, March 4th, 2024
Little update - added punching, tidied the hit detection, added an M9, cooldown bar, additional polishing.
forgot to show the M9 in the vid it’s not too special anyways
Log 11 - Sunday, March 3rd, 2024
knife detection got roasted, attempted a fix, still not perf, but its more reliable, made another cheeky vid.
https://youtu.be/bXz1pcrDVfY
Log 10 - Saturday, March 2nd, 2024
Gameplan:
- default player combat system
- punches
- kicks
- player movement
- sprint (completed)
- slide (completed)
- falldamage (completed)
- crouch
- parkour role - to avoid fall damage?
- economy
- money printers?
- shipments - players would have to craft items that can be resold to other players
- jobs - gundealer, soldier, clerks, hitmen
- default shops (not ran by players)
- player nodes - nodes players can build on or setup shops
- misc
- safezones - players with bad reputation wouldn’t get protection in these zones
- resources - scrap metal, ???
- tribe system - players can band together as a team, tribed players wouldn’t be able to damage each other???
- items
- guns
- melee weapons
- food
- health items - medkit, pills, adrenaline
- bullet proof vests - different levels of protection
- defib
- explosives
Let me know if you have any suggestions!
Log 9 - Monday, March 1st, 2024
Hey guys, I wanted to make a thread about the development of a project I’ve been working on. I’ve made a video in the Ruben Sim style in attempt to show off the game in an engaging way. I want to start posting videos on popular sites like TikTok and YouTube of my progress to gain players interest in the game, before (fingers cross) finishing and releasing the game. And, I’ll obviously be posting updates here too.
idk what the game is yet either ngl, so far its just 2 guns and a knife but yolo
Let me know what you think of the video and whether you would be interested in seeing progress updates in a form like this
https://www.youtube.com/watch?v=2SdZST-3BeY
Current features:
- guns - duel wield, bullet ricochet, bullet travel time etc.
- melee system - raycasting hit detection
- item system - pickup, drop, store items
- basic movement - sliding, sprint, crouch
- damage indicators - heartbeat sfx, screen tint, blood sfx
- fall damage
- ragdoll system
Gonna create more of a plan tomorrow because I still haven’t written down all the features I want to add.
Log 8 - 11/20/23
Gameplay is getting very smooth and I’m liking the current direction of the project. The plan is to get all the game mechanics I want to include polished up and then start polishing sound effects and user interface
Spent the last 2 days refining the slide mechanic, I’ve actually made exactly what I was hoping to achieve. The slide is really nice and controlled because I used a while loop
and a log equation
in order to calculate the strength of a linear velocity
. The result is a mechanic that can be used to launch yourself over what would normally be unjumpable.
Log 7 - 11/17/23
No major updates, but I didn’t really like the sliding mechanic so I made it so you need to jump to reset the slide and I feel like it improves the mechanic quite a lot. Planning more things to come. Not the final slide mechanic but it’s definitely improving.
https://youtu.be/yjUDwgoZDwI
Log 6 - 11/8/23
OVERVIEW:
I’m genuinely thrilled with how the mechanics of this project are coming together to craft a remarkably smooth and captivating experience. I look forward to the future results and outcomes of this project.
https://www.youtube.com/watch?v=LOU4teN9PMs
After a brief break from the project, I resumed work today. While trying out Fortnite’s latest update for the first time, I came across an intriguing feature that allows players to seamlessly transition from a jump into a slide—a visually appealing mechanic. Inspired by this, I decided to integrate a similar element into my own game. I introduced a small sliding indicator bar to inform players when they can initiate a slide once more.
I then developed an automated sliding mechanic that operates within a continuous loop, where the character automatically slides when the designated slide key is pressed.
https://gyazo.com/175d0730a19e9fea484afa2705f47bfa
I then undertook the task of enhancing my dynamic Field of View (FOV) script. My goal was to make it responsive to the player’s velocity, where increased velocity results in a higher FOV.
https://www.youtube.com/watch?v=2FboLSqf9Vo
Log 5 - 11/5/23
Today, I created a ragdoll system by repurposing code from some of my previous projects. Although it’s coming along nicely, I still have a few things left to fine-tune:
- Disable Sprint Mechanic When Ragdolled: I need to ensure that the sprint mechanic is disabled when a character is in ragdoll mode to prevent issues like particles and camera bobbing.
- Implement a Recovery Mechanism: Right now, when the character takes fall damage and becomes ragdolled, they automatically recover after 5 seconds. I plan to improve this by introducing a 1-second wait time before they can get up, requiring the player to press the space bar to exit the ragdoll state.
Overall, I’m quite satisfied with the progress I’ve made. The project is starting to take shape, and I have a clear vision of the final product!
Here is a little demonstration of the ragdoll in action or you can go play the game using the link above!
Log 4 - 11/4/23
I’ve added fall damage to the game, along with a blood effect and a ragdoll effect when characters die. Alongside some minor tweaks to the weapon system and animation loader so guns don’t stop working on death.
https://youtu.be/dF5EgodBvTk
Fall damage is calculated using an equation that visually looks like this:
Log 3 - 11/3/23
Today, I worked on improving the movement mechanics and camera features in my game. I created a slide system, which allows players to gain extra height and distance by combining it with a higher jump when sprinting, thanks to the lack of friction. Additionally, I added a dynamic Field of View (FOV) and camera bobbing effects for both walking and sprinting, which significantly enhances the game experience.
https://www.youtube.com/watch?v=tzdBkkJFM2k
https://www.youtube.com/watch?v=Wlm3w1qtwDY
Log 2 - 11/1/23
Thought I’d just update the same thread with my progression on the project, could be fun!
I coded some collision groups so the player **can’**t collide with the dropped bullet casing’s and dropped magazines because it was quite annoying. Might find this useful…
A thing about roblox shooters I find annoying is the need to press sprint again after shooting or let go of movement keys to equip weapons, that kind of stuff. So I made sure that first of all my gun automatically reloads meaning you just hold down the mouse button and it fires and reloads and then fires again etc. I also made sure that when you’re sprinting and then you shoot you don’t have to press the sprint key again to sprint, you can just hold it down and sprint again after firing. It was quite annoying to sort out but definitely worth it because of how easy and simple it makes the movement in the game.
Full video:
https://youtu.be/Tv_Vx_OidWQ
Or gayzo:
https://gyazo.com/cb865faa3bfeec1cf1a6c90ed75c86bf
Lastly, I wanted to touch up some of the movement and give it a better feel. Added this cool r6 run animation, I think it goes with what I’m aiming for very nicely.
https://gyazo.com/f22351f984ef02709ae0732cf6ab6182
I also added this sprint jump animation. Wonder if anyone notices that R2DA influence…
https://gyazo.com/9e90663e480a20462c6705bb3768d332
Together they work pretty well…
https://gyazo.com/1b6eeb0ecebf8db3168977d5d5dcbd85
Log 1 - 11/1/23
Just thought I’d quickly show off this young combat system that I’ve been working on the last couple of days, primarily working on getting a solid gun system set up before I focus on other things I want to add. The knife really wasn’t suppose to emit bullet shells but I suppose that’s something to fix lol. Anyways my inspiration was somewhat like R2DA gun system as well as some other things I’ve cooked up in the past. I really want to make something out of this and not just give up later on when I get bored so I’m only working on it a tiny bit per day so I don’t lose interest.
Nothing special as of right now, I prefer more simplistic style shooters on roblox because it just fits the aesthetic of roblox in general and I reckon is more fun. Doesn’t look like much right now but quite a lot of code has gone into it to enable me to be able to make more guns by simply editing a table.