What are you working on currently? (2019)

Such a lovely video i enjoyed watching it a lot :heart:

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adding alphanumerical key binds to my game Cloudbound

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6e65f994bd4d51845fa8272890232553

Models for a new medieval RPG game!

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I’m really liking the staff and the sword though the bow could use with a little more kind of naturalness if you’re looking for that kind of model, if not then it’s pretty much perfect, I love them.

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Just practicing some terrain

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Currently making a house edit mode for my game,
It is in its very early stages which currently only wall and floor creation is available
(Mostly gui is just a prototype and not final)

I would love to hear some feedback back from you to encourage me continue on this more :heart:
(I really need it!)

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Swimming pool and ladder removal when?

Also, perhaps you could try implementing a dollhouse camera for the walls, so you don’t have to look down quite so steep?
like this effect here,


where walls that would block the view into a room get shortened to about half a foot

meanwhile, I recently moved to Illinois, and after driving around a lot, i kinda realized “hey… this would be like… super easy to make as a driving game, because there’s nothing out here”


only creating road around where there should be road.

to do: Wedge recycling, Prop placement

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In Primitive, players get the chance to build whatever they’d like. Here’s a small video showcasing a creation by one of our testers :palm_tree::pineapple:

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I’ve been working on a new dragon model for Shard Seekers for a few months:


The entire model is going to have a little over 110 joints total once complete, but most of these joints will only run when the model is nearby or if the device is high-end. Most of Shard Seekers’ player base is on mobile, so I’ve spent a lot of time optimizing the game’s animation and LOD systems in preparation for this.

Downscaling the texture to 1024x1024 makes it look like a potato sadly, so I’ll need to spend a lot of extra time cutting/optimizing uv maps, or I might just end up using Roblox materials :persevere:

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Or split the model into 2 textures. Also are you mirroring the texture to save on texture space?

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I’m only working with the right side to improve workflow. The uv map does contain both sides though. Whether I should mirror the texture depends on if I want characters to have asymmetric customization options like scars; although things like this can always be implemented as additional parts instead of as a texture. Splitting the model into multiple textures can cause problems if I want to be able to “LOD” the character into a single mesh when extremely far away, but I can simply have a separate low res texture for that case.

This is what the texture quality would look like as-is, downscaled to 1024x1024 without doing any additional texture reformatting optimizations:


I could probably get over 2x the detail by optimally packing the texture. Optimizing complex textures like this by hand can take days though, and I can’t seem to find any tools that automatically pack uv islands and transform pre-existing images to the new layout.

Even if I do optimize it, it’s frustrating that I can’t upload above 1024x1024 for use in high-LOD scenarios on more powerful devices (the texture is 8k)

Using Roblox materials would result in something like this:

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I’m working on a voxel based shooter as my side project, and I just implemented explosive weapons. It’s a lot of fun to blast holes right through the map lol.

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I’ve been working more on Blox Survival recently - have some new water and tree generation :stuck_out_tongue:

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Im actually pretty Excited for it to come out. Any ETA?

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Not yet - there’s still a long way to go with Survival. It’s a background project at the moment as I’m still updating Blox Classic; once I release Classic fully tho, it’ll be a full time thing. I’d give it a month maybe? :slightly_smiling_face:

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Could you try a combination of Roblox material and Decal/Texture?

I use it for my special Zimmerit versions of my tanks

it’s not the best effect, but I like using it, as the visual style of my game relies on roblox materials, and to use full textures just… feels off style

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This reminds me of Ace of Spades

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Yeah it’s inspired by Ace of Spades. I booted it up to play a while ago but the servers are shut down, and I’ve never worked with voxels before so I decided to give rebuilding it a try. I also plan to add some new features and experiment a bit, but that FPS-builder vibe has to remain!

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I don’t recommend this. It double’s the polycount of the model. the way that roblox handles decals/texture projection is by creating a second mesh that is just slightly bigger then the original mesh and giving that mesh the texture/decal.

It’s… not a second mesh tho?

i just put decals on the first meshparts.
in the case of my tanks, it’s a mesh with Roblox Slate material, combined with a special Zimmerit Texture object.

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