What are you working on currently? [2016]

Did a bit of prep work for when(/if) we get User Generated Content (UGC) for hats. Models by headphones (without branding) for when I can use them.
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This is what I am thinking of for my avatar by the way.

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No I wasn’t inspired at all while doing this vehicle.
I just go for random really, and I needed a 3 axis jet wings aswell so mmmh.
I will admit that unconsciously I got inspired cause I like this movie ^^

I’ve gone real deep with zootopia logo recreation. Here’s the logo off a styrofoam container visible only once.

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so… wait…
if there are carnivorous animals living in zootopia. what do they eat?

because… they would have you believe that all animals are sentient… but animals like lions would need to eat something…

If it’s a voronoi diagram then each cell is defined by a point, and the cell represents the space that is closer to that point than any other point. Any point inside that space is inside that cell, meaning a point is inside whatever cell whose point it is closest to.

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Sentience only extends to mammals if I remember right, and fish exist as seen here with the signage for “Fishtown Market” and “Clark’s Halibut” as well as insects.

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A city filled with anthropomorphic talking animals and you’re like

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One of those signs also says “Blubber chef”. Blubber only comes from manatees, seals, and whales. 'Course that could mean a whale is the chef.

Oh wow I never thought about it that way! Thanks that actually makes alot of sense

I’m going to lean towards “made with” rather than “made by”, if only due to no sea-mammals appearing in the film.

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Took some time last night and today to actually make more of the game flow work with the new theme, going from game startup to music selection:

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well… i mean…
maybe there’s a reason predators are so discriminated against… because meat comes from somewhere…
perhaps they’ve adopted a more… green approach
just sayin’…

I found the Tumblr of another concept artist! This guy did the environments and architecture! I now have more inspiration. Here’s a “background” ( In this case just outside of the boundary) building featuring more scale differences.

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Based on this concept art.

Just re-wrote the math used by the 3D gui module. I needed it to shake less, and I wanted it to be faster.

I may post a thread when I finish the modified Module3D (version 2).

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have some more sinobuz

Some graphics aren’t done yet, and one sound isn’t playing properly (door open), but I managed to implement two menu steps today, which is fantastic progress.

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I thought it would be awesome to update everyone on the Awesome work me and @TrustMeImRussian are putting out.
In the last month we’ve made very large content updates for our game

                                   Authority FPS 

In terms of scripting I JUST finished this Killcam EARLY demo. Take a look.

And then 2 weeks ago I finished the main prototype for my Radar:

Of course we have the usual expected things in the works (such as actual FPS weapons lol, no joke its a fps omg wut how wut doggo , just showing the exciting stuff for this post.)

We have some really great maps in the works, and I think you’ll appreciate the level of detail that is put into them and the articulation in pathwork we tried to go for:

Warehouse

Train Station

And Greenhouse.

And Here’s a look at an early mockup of our UI.

We are continually Updating ALL of our assets and features to meet industry standards and ROBLOX FPS precedents.
We want to make the game a rich and enjoyable experience for everyone, with virtually 0 lag across most machines.

Interested in following the project? You can always follow us on twitter @BromanceROBLOX or join the Bromance group on the website.

Thanks for reading, and feedback is always valuable, I hope you’re just as excited for this as we are.

We’re shooting for releasing Alpha by Christmas :wink:

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Neat stuff! A few months ago I reworked Kinetic Code to use tick for animations instead of waits or something silly like that. I did it so I could do just that - instant replays.

How do you guys keep track of history? I’m thinking of just making a table that has indexes as times for things and values be the animation or change that happened. Then I could scroll through it like an animation editor would and watch it as a movie from anyone’s perspective. (Which opens the door for saving games to datastores and rewatching them later).

I’m curious how you guys are doing it so far, as I don’t have any experience with it yet.

No idea if datastores would be expansive enough to save/load full gameplays (maybe single killcams, who knows) But I mean it’s like you imagine it.
If you were basing a Perspective camera of a player on someone else without inherently having all immediate information (aka being the person with their own camera) you need to efficiently store the Data representing things like animation states, part offsets, rig details, and event details to ensure you get the full picture.

Speaking for the finished product, when it’s introduced into the game before Alpha is even released, you’ll also need predefined data for Audio manipulation, and a superb logic system to handle all this at once- which isn’t terribly hard but it’s notable.

Oo.

I think the new datastores (a couple months ago they doubled the max datastore size) would fit what I have. I’m very good at minimizing data footprint and I have a unique system I’m creating soon which will let me use 10 datastores per game save as well as the ability to exit a game and view all of your prior games in theater mode.

It’s a feature thats down the road a bit but I do think it’s very possible to record everyone’s data and switch between everyone’s perspective seamlessly.