What are you working on currently? [2016]

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Wow good job! Cant believe we have people like you.

Is that based off of any game/art, or is that just a personal interpretation of a sci-fi city?

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Looks super!

Reminds me of the building style for Numbani in Overwatch.

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If it was darker, greener and surrounded by fish it’d remind me of Bioshock. Nicely done!

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Starting to work on a plugin for myself

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Is the number of polygons easy to change?

Yeah, it’s just defined at the top of the script right now.

Gonna add some UI to it for changing properties

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Atrazine is working on the next map. Taking lots of feedback from the last (current) map. We’ve learned a lot about map design then and hope this new map will show that.

Did somebody say 48 player servers? The update I’m currently working on has such great optimization improvements to character models (HALF the joint/brick count for non-client character models + crazy fast IK solving)

Click to view in all 1440p glory lol.

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Thanks! I really appreciate that. :slight_smile:

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Reminds me a lot of Phantom Forces’ metro, but both floors merged into one.
not sure if it’s a good thing I get reminded of another game…
Looks very nice though, especially for (just) less than 4k parts.

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PFB?

We’re trying not to rip maps from other games (it just makes the game feel less original) so I guess similarities are possible anyways and our influences could be seen somehow.

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Will the Lighting setting be changed? It’d make the game look so much better!

I haven’t touched the lighting since last year. I’m horrible with lighting, so if you have any suggestions I’m all ears.

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the trick with lighting, is that subtle changes can make a world of difference.

example:

kind if a bad example since i have the saturation up to 0.3, but still. it doesn’t take much to add a bit of a cartoony or realistic look.

unrelated to your thing
moving between cars is now a thing.

https://i.gyazo.com/6ad012a421487693735109b2b3930e28.gif
eventually i’d like to make it a smoother transition. but right now this will have to do for creating different car types.

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Is there a space between the 2 cars, so you teleport the player?
Or is it the same door for both cars, with CanCollide=false?
Looks teleport-y and no space between would be weird, but eh, just asking.

well… it just sort of… changes the local world center of the player.

you see, when you put normal robloxians on a moving object, and they walk around. physics doesn’t much like it, either they fall off, move around, collide with walls. it’s just no good.
so i coded a system where the player object moves around the world center (0,0,0 coords), and their offset to that center is then translated to the cars.

the way you move from car to car simply changes which car is the center you offset from.

because i need to update the exterior mesh so players can see in, and be compatible with the interior mesh, and i’m not going to do that until I finalize the interiors.

bonus gif:
https://i.gyazo.com/f5c303041c3ddb0296a9a81d62961631.gif

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I’ll be… permanently borrowing one of those…

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Working on some animations for Apocalypse Rising 2 (once this dense stream of homework ends)
https://gyazo.com/8d9f9609cd236d5817ddea96c53406d6
https://gyazo.com/31767454328e6c5dc8f712dc98803eb4

Also overseeing the development of a very strange RPG.


Soon™

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I thought Khanovich worked on players on moving objects and made it more feasible?