What are you working on currently? [2016]

Looks like it deserves it’s own forum haha!

RAT InfoCenter VI

RAT Palaestra Training Lobby (I kinda suck at building so)



Phantom Forces UI Concept (not official)

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You’ve got talent for Ui design.

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Coming soon to a plugin near you.

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I am working with a user named Irrisinn to redo the shop guis for Roblox Battle Remastered. (He is just a graphic designer for me, I do small modifications then implement them).
Here is the idea that we will be working with:

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Just finished my map for @Davidii’s Battle For Roblox; really pleased how it turned out in just 5 days :smile:

And thanks sooo much to @Crykee for his awesome fog hack.

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Been working on a forum software.

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A new horror project with Legoman654 and Immersor.
We’re about a year into on and off development so far, but with christmas break here I’m going to be working on it a lot!

I’ve been working on a new game that contains this industrialized peninsula with a couple freeways crossing it. The idea is that the two freeways will travel one on top of the other into a downtown NYC type city.

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Is this going to be in-game, or just for studio use only like other radio plugins I’ve seen?

Studio first, game second.

Now I’m working on a little side project with my friend, digpoe/FiniteReality. It’s going to be called “Descent” and will be heavily based off of the SCP-087-B game mechanics with a few quirks:

  • The game will not be tied 100% to SCP. In fact, the plot will not be what you expect (:3).
  • The game won’t have the infamous (and highly predictable) jump scares from the old game spammed within itself. It will be heavily based on atmosphere alone.
  • It’s not going to just be a stair simulator lol

You can view me working on random mechanics and trigger points here (It’s about 15% done so be warned. You can’t even respawn if you die.):

This can somewhat be a continuation of a previous game me and digpoe made in mid-late 2013:
http://www.roblox.com/games/130293373/SCP-087-B-The-Escape (closed forever most likely)

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I’ve taken a break from work on Limitless Management, and started work on a smaller version called SafeGuard. I’ve made many different versions of SafeGuard in the past, most of them not being too impressive until 1.3. However, it being nearly 3 years old, it uses quite a few coding hacks, and shows how little I knew of coroutines back then. Starting with 1.4, it’s going to solve a lot of problems previous versions experienced, and also be a testing bed for Limitless features. Again, have nothing to show thanks to being in bed. It seems that’s the only time I really think of RBXDev… qq

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I’ve updated one of my games with some small graphical improvements, only to find out later there was an (friendly) exploiter in there.

Now I’m working to get the game FE, and it’s currently really starting to pay off. Too bad I require to port the whole game to FE compatible, but it will be worth it.

We meet again - place in late 2013 which somehow got me into RBXDev…

Also, hooray, not a stair simulator!

Well I’m taking a long break on Hitman, as I’m possibly never going to finish it. However I’ve been keeping myself busy writing my own top-down-shooter engine to use for a not-so-secret Hotline Mimai themed anthro game. Currently I’m writing the AI logic so that players have something else to worry about other then another player… They aren’t as smart as a tactical shooter AI but their smart enough to be considered functional and cool.

If you want to see them in action and try to run away from them visit here: http://www.roblox.com/games/326875434/Hotline-Scriptami

I’m not finished yet, and I’m aware they will not always shoot at you while they are chasing another player, I’ll get to fixing that after I figure out how to make them aim just enough in front of you while you are moving to hit you.

Also, you can’t shoot yet as I haven’t written any tool API for the players.

What happened with Hitman?

First person animations just got too hard to nail, so I just said screw it. That and I really just lost motivation for it when I realized I would easily hit the magical CSG limit with guns alone. That and I would need to have a working datastore lobby system up and running and I really don’t understand datastores that well to do that. Oh and not to mention too many replication issues that require another rewrite of the engine. So I’m just not going to bother with that right now.

Update on AI’s: They have gotten 20% smarter and deadily. Their node based algorithm now checks for the nearest node to the targeted destination, which means that the AI’s will now actually enter into the shacks and shoot you if they cannot see you from the outside. Their still a bit dumb and will run into things occasionally but their good enough to be taken as a serious threat for players. Only major thing left to script for them is making them aim slightly further ahead of the player to increase the chances of hitting the player at range. (Bullets are not instant hit detection either, they’re slow bullets)

Animations require time and patience. I used to be horrid at them and hated them with every fiber in my body. CSG ‘limit’ is now bypassed by making the collision box of them ‘Box’. Datastores can be found on the wiki.

Not trying to bash on you but this sounds like you’re being lazy.

Nah its fine, the datastore part is being lazy. But the CSG “limit” I’m talking about isn’t physics related its just the amount of time it takes to download the place (5-15 minutes depending on your internet) There’s 10 different gun models, each of them have 10-20 unions. Animation wise, I’m just inpatient when it comes to animating but I do know its like anything else, you gotta keep practicing. (Which I do, but I rather not spend months animating when I still have a lot left to code)

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