What are you working on currently? (2017)

Im creating a game called Acaso. Basically, it is a roundbased game with boxes that supply random weapons, both good and bad.

How can this be Monetized?

  • Skins will be a big focus of the game, allowing cosmetic appearances for your favorite weapon
  • Starter Packs are a big focus, and I would like to create an algorithm that adjusts the content and price based of a users info (ie Builders club type) This could make more people feel like they could afford it
  • Expansions would be added for free, but they would contain packs adding a variety of cool items to use to enhance your gameplay (cosmetically)
  • How much progress have I made?

    Currently, I have the core gameplay round mechanics created

    Alpha Release Requirements

    I would like to have 20 weapons added to the game; One gamemode; Three maps; Little Polishing

    Beta Release Requirements

    25 Weapons; Monetization added; Three gamemodes; 5 maps; Considerable polishing

    Official Release Requirements

    30 Weapons; Full Monetization; Five Gamemodes; 10 Maps; Fully polished and optimized to make future releases easier

    Conclusion

    I would like to release this game in Alpha by the end of the year. Thanks for reading!

Just got a lot of progress done with programming the market for the upcoming official release of RS Minigames.

@Spookhi desisgned most of the UIs.

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I can write a basic run-down description and the current status here I guess.

The Source Engine uses a CSG system to generate its geometry. Its not based on boundary representation like Roblox’s CSG, rather its based on plane intersections. When two planes intersect they form an edge, and when three planes intersect they forms a vertex. The result is a convex shape, which is labeled as a “solid” in the map file.

Solids don’t have an origin point, or a transformation reference. The only thing I can really do is compute a bounding box of the vertex intersections, and then use large NegativeParts to cut out everything in front of each plane. So far things have worked perfectly when it comes to solids.

However, Source takes things a step further and includes displacements, which are essentially height-map grids on the faces formed by the solid. It works best if there are only 4 intersection points, but apparently it seems to support more than that (I’m only supporting 4 atm). The height map is applied using the normal vector of the face. However, each point on the displacement map can also have a 3D offset.

image

There also seems to be some sort of sewing functionality but the documentation is confusing and while I’ve managed to get my displacements to sew together using some complex trickery, I still haven’t figured out exactly what the correct way to do it is. I know it must be some simple transformation of the data, but I’ve tried several combinations of the sampled data points and haven’t been able to get 100% accurate shapes.

There are several 2D grids of data I have to take into consideration:

  • normals
  • distances
  • offsets
  • offset_normals
  • alphas

I still need to do some further research before I can make displacements perfect. On their own they work just fine, but when surrounded by other displacements, Source is doing some weird trickery. I’ve tried to look at the C++ code for displacements, but its all very bloated and C-like for all the math needed to do physics and textures and stuff quickly. I’m sure I could figure it out, but it would take a lot of digging and experiments.

Feel free to read up on this:
https://developer.valvesoftware.com/wiki/VMF

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Seems to make more sense to just build the terrain in 3D modeling software and then build the obj in studio

I’d like to do that too, but it’s more convenient to edit stuff in studio and see results instantly rather than modelling > saving > uploading/importing > positioning, repeat

Currently working on a holiday miracle, and prepping for an awesome 2018.

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Jesus 2, the sequel, the movie, the game?

yes PLEASE!

man, i miss that game!

100%
ACCURATE
lMPORTED
SOURCE ENGINE
DISPLACEMENTS


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Is that how badly you normally lag?

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Now make put tree models wherever there’s trees in game

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WIP of modern muscle car (And yes it closely resembles a Camaro, ik)
image

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Looks like an Audi R8 and bumblebee had developer relations.

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What program are you using to make your GUIs?

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Wha-

I mean what computer program do you use to materialize it

Roblox Studio

It’s a pain to work with (this is 260 GUI instances) but for me it’s more time intensive to design it in an outside program then port it than it is to suffer in studio for a few hours.

Wha-

I mean what program do you use to make each individual pre-made part, like the text, decorations, and images and whatnot?

Again, studio lol.

I use the native roblox Arcade font, the corners just Right-Angle triangles, the images of the rooms are just screenshots from studio with the greenscreen cut out, and the tiny little dots on top of the GUI are made from a single ImageLabel with Tiling.

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Ohhh I see. I wasn’t aware studio had an Arcade font, I thought you were making these in a program and importing them. Thanks!

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