What are you working on currently? (2017)

Yup, from mobile to iPad to PC at 4k.

you know, it’d be nice if we’d have some sort of way to tile textures super easily for GUI backgrounds

We do. ImageLabel can now do that.

well… would you look at me with egg on my face now.

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Working on a sequel to my first zombie survival game, DeadMist 2 with @SneakAttack88 . Here’s some visuals.





A small base building Demo.

The Inventory UI.

(btw The new Cinematic cam ingame is 11/10)

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Made a couple more tops for my game.


IMG_20171117_180317
IMG_20171116_200143
IMG_20171116_200137
IMG_20171116_200135

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I like the way the fort looks. How are those built? In modules or individual parts?

They come in modules made of only a few parts. I was considering just single parts, but it makes building too tedious especially for a younger audience so I wanted something that doesn’t restrict creativity while keeping ease of use. The placement is on a grid system so everything should somewhat align together and it’s alot of fun to use.

And here’s when we got carried away with testing it lol

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Unturned uses a grid-system, but the initial grid is settled by the first part that is placed for every subsequent part that is placed onto it. (Stops everything being aligned with eachoterh + opens up the player to a “free” way to build while keeping within bounds. I believe Rust also implements something similair.)

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I have everything on the same grid, but that’s an interesting solution, I’ll keep that in-mind, thanks

I’m the kind of guy to build huge forts and such in games like this, so you’ve got me interested.

Many other players also like to spend hours building defenses with their friends, and also fighting over those defenses. Got a link to test?

just a thought, but.
what if… all the belt buckles didn’t line up to the last hole? i cant think if any person who fits the same hole on every strap they’d wear. (unless they made it themselves, but even so, they’d make it so the comfortable fit was around the middle hole)

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The dev place is set to Friends only rn since I have people from the community eager to test, but if you’d like you can send me a friend request and I’ll let you play it as I’m always looking forward to hear feedback on the game

1948 Tucker Torpedo.

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I am now working on an algorithm to help marketing your game!

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Please add circuitry and possibility for traps :o

Already discussed multiple times on the forum that what you are doing is a horrible marketing idea.

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It could be, I’m focusing it more on the process of me learning to script and creating a system like this.

I’m considering doing a power system like Factorio’s, and traps are already in the works, I have some simple ones like Bear traps in the game testing already, but I want to have animal traps and craft-able traps in the future.

bear trap
https://i.gyazo.com/096e137b0b9746e7628ee070c837cca7.mp4

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The practice wouldn’t be greatly received by players upon finding out that they are paying more for something.
This could be in the case of someone wanting something in your game, deciding to buy BC because of it, then discovering that prices have been raised with no explanation.
Or
The player is an active supporter of your game acting as a whale, they lose their TBC membership but still have a ton of robux only to make a strange discovery, all the prices are now drastically lowered, meaning all their previous purchases have decreased in value.

From another standpoint, what happens to trading and an items rarity? If you can trade items, why not just create a non-builders club account and move funds to it to make the purchases (if the transfer justifies a net profit that is)? How much is an item “worth” if you can buy it at different prices?

If you are going to continue creating a system like this then after it’s done I’d consider looking into the reply it will create, regardless of what it yeilds it’d be a really good case study for the platform and possibly for external ones too.

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