What are you working on currently? (2019)

As the tradition goes in this forum, we have a single thread where we show off and discuss what we are working on this year. For last years thread see: What are you working on currently? (2018)

So what are you guys working on?

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EDIT: Hot Steel is on hold while I continue working on my current game, Rails Unlimited.

I’m working on a Saudi Arabian railway simulator; it’s going to have a lot of interaction with the vehicles themselves with operating windshield wipers, toggle lights, and proper physics.

Why Saudi Arabia? One, my username. Two, reasons. Three, because a lot of train games on Roblox are usually American, British, or Dutch, so The Kingdom is a new take.

Below are a few promotional screenshots, all in Roblox Studio using ambient colors, voxel lighting, and a few adjustments with the camera.

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I have been implementing the reloading interface on my turrets. Currently I am using the circle arc mentioned in 2018. Nothing exceptional but I will definitely refine this.

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Perhaps you could use a glass sphere to provide a bulging effect when the cannon is fired, make it look a bit more impactful.

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I’m currently implementing custom physics for some Roller Coasters, big update for Roblox Point and will fix all derails and issues the park is currently facing.

https://gfycat.com/RashObedientItalianbrownbear

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I working on a new staircase for my titanic game Roblox Titanic

Reference pic

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Forgot to post this earlier in the other thread, but finished rendering everything for this thing

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I’m working on a new game! A kind of adventure game where you complete obstacle courses and collect items to defeat bad guys. It is currently in very early development. https://www.roblox.com/games/2655532135/20percent?rbxp=55338577

I also fixed a few things in my older game that displays all your online friends, plus I added a button to join the game your friend is playing. (Not specifically their server) https://www.roblox.com/games/2266248870/Friends

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I can’t reply here yet, it’s still 2018 for me :frowning:

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kachow

Happy new year!

image

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Launching & licencing my studio. Hoping to launch our games demo in the next few months, it’s quite the project. Follow me for more details? :eyes: https://twitter.com/TrustMeImRuski

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Working on a little British steam locomotive for someone

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Most of my recent work has been focused on detailing for my new Citadel model, as well as a few small commissions and other small projects,

Here is a picture of my older model, and then one of the new version.


[And here is the new one]

The entire project is around 29k bricks, and the buildings on the surface are actually the size of skyscrapers in any typical Roblox city game.
Though for my computers sake, they are pretty simple for the moment.

That’s about the only big thing I’m working on at the moment!

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Been working on a raytracing renderer to use for making roblox minimaps. I tried to make it as absolutely painless as possible to render things, so I decided to make it an entire separate program, and have it just open a .rbxlx place file. That’s it. No plugins, web servers, roblox clients, any of that. Just select the file.

Here’s what it looks like in studio vs rendered:

These are the main features I wanted and implemented vs other renderers I’ve seen here:

  1. Soft shadowing and area light sources.
  2. Reflection, refraction, and transparency. Mostly visible on the glass parts in the middle.
  3. Global illumination. Looking at the yellow box with the balls inside, light has bounced around, so it is not dark, even though it is in shadow from the sunlight. This also simulates ambient occlusion.
  4. Proper multithreading support and distributed rendering over the local network. I’m able to use for example my laptop and desktop at the same time, and all of their cores, for rendering the same image. This gave the rendering about a 1.7x speedup compared to just using my desktop. If I convince my family members to use their computers for a few minutes too, it’ll be even faster. :stuck_out_tongue:
  5. Materials, using the Roblox texture files stored in the app folder. Still WIP so not visible yet.
  6. Accurate tone mapping and post effects. Also WIP and is probably gonna be a pain :frowning:
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starting the new year off right
image
(this is a new record for tankery)

we’ve got all sorts of cool new stuff
like some new maps


breakable stuffs

historical tanks

new death effects
https://i.gyazo.com/4c1f6665cd63374bdb0e09beae0a8807.mp4

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Some art


based off

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I actually made a pathtracing renderer like this last year that ran fully in-roblox using their built in raycasting. Obviously not very convenient as the render times are very long.

Crossroads, 80 minute render (800x800)

House, 26 minute render (400x400)

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Town, 5 hour render (1920x1080)

Other renders

crossroads castle close-up (400x400)
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bunch of random objects from toolbox (800x800)

Renderer has no mesh support except for the simplified hitboxes roblox provides

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Unit testing plugin anyone?

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Working on learning Java script and more about data bases and APIs.

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Update: I am now using the plugin as part of my workflow! Once I finalize the framework it uses and add support for TestEZ, I will release it.

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