What are you working on currently? (2018)

I implemented the A* pathfinding algorithm into roblox. :smiley:

https://giant.gfycat.com/HarmoniousFlakyBlacklemur.mp4

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Bit more progress, made viewportframe minimap look better, plasma projectile improvements (found way to make plasma look better), and actually got replication reworked to actually work. Also a bit a UI changes

https://cdn.discordapp.com/attachments/369541717721874461/516125539627565097/2018-11-25_01-38-39.mp4

Edit: more
https://cdn.discordapp.com/attachments/516668433648058378/516817240532713474/2018-11-26_23-27-06.mp4

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Tampered with the lighting of this game I’m building.

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I just got done with the basics for the spin attack. It will consume Stamina on use, and has two different animations. To be perfectly honest, the spin attack was originally too buggy to use with the new setup, so I kept the code commented until I got back to it. Today, I decided to fix it, so here we are!

Not gonna lie, I’m starting to feel like the underdog, with those two bigger RPG games in development. :grimacing:

Development of Ventury will continue, so long as my mind and eyes remain sharp!

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Is your recording color scheme off, or is am I actually seeing that your studio is a different color.

Awesome progress and improvements :smiley:

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I wanted to make a “job” system for my game where NPCs give players jobs,
since I randomly generate the jobs based on the player’s stats so that its level’d with their experience (so its not too hard or too easy) i couldn’t really make a set of premade jobs with their own “story”

So I decided I’ll just dynamically generate the text,
https://gyazo.com/16fb7ddd3a3ea18cc547789a817d25a0.gif

I have pre-set scenarios like you see “is working on a project and needs some help” then I add a random title i.e: “friend” and then a name i.e: “Alex”

though if you look closely sometimes I have “his” and “her” in the sentence, that is determined by the script as well.

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Which games are you referring to?

At least one is Vesteria :sunglasses:

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If you’ve seen Splitting Point, you know I like my funky physics. Splitting Point wasn’t weird enough and I was feeling a bit peckish, so out came this bad boy from the depths of my mind:

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The house is literally on fire now

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It’s just normal studio dark mode

It appears more blue-ish than normal Dark Theme colors.

Vesteria and Everlands, mostly because they have a team behind them, in addition to one of them being in one of Roblox’s two programs (Incubator, Accelerator, I can’t remember which.)
As I’ve said before, I’ll continue work on Ventury, albeit with mild paranoia.

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Been working on some character rigs.
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I’m curious: How did you compute the priority/heuristic of neighboring parts in your A* algorithm? Also, was the basis of your code Dijkstra’s shortest path algorithm?

So this is A* pretty much straight out of the box, nothing special about it (yet). So it simplifies down to f(n) = g(n) + h(n) where h(n) = the distance that the node is from the end point and g(n) = the distance of the path up to that point to the starting point. So for each direct neighbor I added 1 to the G value for that node and for diagonal nodes I added math.sqrt(2).

And yes A* is just Dijkstra with direction so it’s very similar.

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The Roblox Dev site has an article describing it with a simple pseudocode example below.

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Wow I am so irritated that I did not find that.
I was using the wiki pseudo code which is no where as straight forward.

Wow, co.ol. What project are these rigs for?