What are you working on currently? (2019)

Camera seems very jumpy but besides that it seems pretty nice

the camera snaps to whatever surface you walk on, and it looks rigid. If you changed the camera so that it’s following the character using Lerp() or something the camera snaps would be much more smooth. also you can speed glitch with w+a or something

really cool though

Randomly/procedurally generated caves!

I’m pretty proud of my results so far, I think the meandering, branching and looping cave tunnels will be really fun for players to navigate. Now I just need to think of gameplay that fits this kind of level :stuck_out_tongue:

Some screenshots

It’s a bit hard to see exactly what’s going on because I disabled shadows.

If you want to explore the results yourself, you can check it out here. Press 'F' to spawn a character so you can walk around the caves instead of just floating in the sky.

I use Poisson disc sampling to choose some evenly spaced points around the level. A minimum spanning tree connects these points with edges, adding some extra edges because I want loops. I randomly pick edges from the point set’s Gabriel graph to make sure these extra edges connect nearby points.

Here's how that looks

image
There’s a lot of noise that has nothing to do with the tunnels. That’s just something I add the have different kinds of structures than just smooth tunnels.

I don’t want the tunnels to be perfectly straight because that looks unnatural, so I use Perlin noise to make it twist more. These aren’t Perlin worms, but if I can figure out a way to connect two points with a Perlin worm that would be another method of doing the same, but with the potential for loop-de-loops and other more interesting features.

Here's how that looks

In Ken Perlin’s “Making Noise” talk a super neat use of coherent noise is presented. You can use a sample at some coordinate to change that coordinate, and then sampling the noise at that changed coordinate. This makes it seem like the noise has been “twirled”, creating some much more interesting features than just plain Perlin noise which doesn’t have any macro features. This is also handy when generating height maps.

Here are some examples of the same sample but with different amounts of "twirl"


Even more extreme twirls:

These actually use two different noise generators for generating the “twirl” and the brightness, but that’s not necessary. I just like to have separate control over the frequency of both the brightness noise and the twist noise, so I can make slowly changing brightness with quick swirls, or some other combination. You can also twirl the twirls, to get even twirlyer twirls.

Using twirly noise for generating density/empty air creates some pretty natural looking structures.

Next I plan on adding mosses and plants, and perhaps some man made structures such as lamps and bridges across chasms. It’s really exciting to play with procedural generation, so even if I never turn it into a real game I’m having a lot of fun.

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the camera isn’t snapping to the surfaces, the issue is the character animations clipping the feet into the ground (plus that video lags a lot). fixed the speed thing, didn’t realize ControlModule:GetMoveVector() didn’t return a unit vector.

Updated our camera to seamlessly transition between manual and automatic control!

External Media
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After an entire day, I was finally able to get this working. Previews of animation packs in the Shop GUI. Decided to use the guest as a tribute.
https://gyazo.com/c1f508951be14a7de88daba46fe85432

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I’ve been hard at work doing some building for an upcoming game I’m working on with @Reds_Brigade, and I’ve been posting some of it on Twitter! I’m not going to be revealing much about the state of the game right now though.

[https://twitter.com/squidzyee/status/1149412387570798593]
[https://twitter.com/squidzyee/status/1150433311380201472]
[https://twitter.com/squidzyee/status/1153033997838102529]

Here’s something I just made a few minutes ago!

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Trying to make a firehouse.

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I’ve been curious as to what exactly this will be used for, the upper gif that is. Would it be for pathing?

Not quite - it’s actually a constant stream of entities being spawned and then not colliding properly :stuck_out_tongue:

I’ve been working on a rewrite of “Welcome to Roblox Building” recently, and I just finished a huge milestone feature in the game!

“Cloud Saves” allow you to save snapshots of your baseplate to the cloud and reload them later.

The interface includes a nice 3D preview of what you’ve saved as well.

Also… yes that is a giant voxelized version of my head that I built.

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Builderman’s not gonna like that :grimacing:

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Seems like a throwback to Sandbox by REDALERT2; I dig it!

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New steam locomotive for the game Steam Age! Started on this one a month ago and got caught up with other commitments which meant I could only finally finish this one today.

This is a London & South Western Railway S15 Class which later operated for the Southern Railway after smaller railway companies merged into four different companies in the early-20th century.

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I managed to get a development version of Project Vox up and running again for the first time in a long time. Some stuff is messed up but it’s functional.

Here’s a video of what it looks like in 2019 using the new Lua VM:

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Polished my animation editor a little more. Also been practicing animations! Here’s a rechamber animation I just made.

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Currently working on a website that provides tools like script protection. It’s designed to hide the source of code - but can also be used for a lot more. Most of your code runs on a sandboxed Lua 5.3 environment on our servers, meaning it is never sent to the game. You only send code to the game when you need to interact with it.

One of the big things about this, that I think will make it really cool for lots of games, is that you can use it to keep your localscripts out the eyes of most exploiters. Heres an example:

(code probably contains errors, I just quickly wrote it up)

Let me walk you through it. That code runs on our servers. When a player joins the game, functions.playerAdded is fired. When that player’s character loads, we execute code on their client to change their walkspeed. It’s a very simple example, but you get the idea of how it can be powerful.

The reason most exploit(er)s won’t be able to view the source of the localscript is because it is never loaded into an actual localscript, so most won’t know how to view the source (most exploits won’t even let you because you are required to pass a localscript object to decompile it). I know thats security through obscurity, but it’s a nice thing to have.

We’ll be keeping ontop of backdoors, don’t worry

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Wow this looks amazing but can you make the add offer button to have yellow outlines?