What are you working on currently? (2020)

For the past several years, we’ve created a thread for DevForum members to share with each other what they’re working on without having to create a Cool Creations topic for every small thing.

As per tradition, here’s 2020’s thread. What are you working on currently?

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Happy new year!

On and off over the last year I’ve been working on a rebuild of the map in my alien roleplay / building game. Hoping to get it done this year so I can start working on rewriting the entire UI and game core. :upside_down_face:

I’m trying to keep lots of open flat space so building isn’t difficult for players while still fleshing out the world and creating visual interest. I still need to work on balance; biomes change too sharply and don’t blend as attractively as I’d like.

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Map for a borderline game in the works :upside_down_face:

https://gyazo.com/7e974576f2af571a58f7c5364b7e19dd.gif


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I’m currently working on multiple projects and showcases. I’m creating hyper-realistic games to show off how Roblox has evolved in this decade and that the limits are endless.

June Edit 2020: I’m currently working with my soon legal corporation (business) on Roblox into creating a hyper realistic game similar to Grand Theft Auto 5, pushing Studio to the limits.

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Alright, before I begin, me and my team have worked continuously and even stayed up overnight to work on such a daunting task as what we made. Our goal was to make one of the largest survival maps to exist in ROBLOX, and after 7 months of map development we finally got our map to completion for the ALPHA that is coming soon of our upcoming game. The map is 12,000 x 12,000 studs, and we plan to expand it for the future but what we have is perfect for early game. Here is a sneak peak of the map and its extreme detail:

(If you havent noticed I really like sunrays)

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Heres a recap of a live new year event I held in my game

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I’m currently in the process of rewriting my Instance Serializer plugin, as it’s showing its age and isn’t very maintainable. There’s not much to say or show about it though.

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I am currently working on a Simulator game that will release on April 6. I will change A LOT of these assets.

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working on implementing a “Feature Flag” (Fast Flag) system and this is the very basic start of a single flag’s data hierarchy

Codez
local Flags = {
    ["TagRewards"] = {
        Description = "Gives player reward amount based on the server type they're in",
        kind = "multivariant",
        key = "TagReward",
        creationDate = 0,
        variations = {
            {
                Value = 10,
                Name = "Default"
            },
            {
                Value = 5,
                Name = "Five"
            },
        },
        tags = {"reward", "money"},
        Environments = {
            ["Production"] = {
                on = true,
                archived = false,
                lastModified = 0,
                version = 0,
                targets = {
                    {
                        Values = {"normal"},
                        Varition = 1
                    },
                    {
                        Values = {"vip"},
                        Varition = 2
                    }
                },
                rules = {
                    {
                        variation = 1,
                        clauses = {
                            attribute = "ServerType",
                            op = "Matches",
                            Values = {"Normal Server"}
                        }
                    },
                    {
                        variation = 2,
                        clauses = {
                            attribute = "ServerType",
                            op = "Matches",
                            Values = {"VIP Server"}
                        }
                    }
                },
                fallthrough = {
                    rollout = {
                        variations = {
                            {
                                variation = 1,
                                weight = 100000
                            }
                            {
                                variation = 2,
                                weight = 0,
                            }
                        }
                    }
                },
                offVariation = 1,
            }
        }
    }
}

My end goal is to eventually make it into a plugin that’d allow you to control the flags, which is pretty neat as you could do A/B testing and even release (or rollback) features to your game without needing to do a mass shutdown…

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there’s no way for me to play that game because the map is massive. great details!

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Disappearing snackbar! Tweet: https://twitter.com/UndefinedRbx/status/1212220305743253504

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I’ve been working on a new game with my dev team ‘Mullet Mafia’ (@codes4breakfast @MayorGnarwhal) and I’m excited with the quick development! After the release of Captive, I decided to keep pursuing games on the platform. Trying out a unique graphic-designed UI in Roblox which typically falls flat - let’s hope this works!

Here’s the current state of the UI (mobile emulator to demonstrate UI sizing):

The graphic UI was licensed and bought for and re-uploaded to Roblox.

We’ve also finished our first map:



(made by @MayorGnarwhal)

I’ll continue to post updates on Twitter - follow me if you’d like to see more!
https://twitter.com/Mullets_Gavin

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I’m working on a WW2 game, here’s a snippet of the introduction:

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I’m currently working on this thing which is for Deathrun by using a bunch of tutorials on making advanced built terrain.

Image

Top view:

Front of the Mansion:

Island with Trees:

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Added digging to my custom csg!

https://gyazo.com/77c92f5b194238728144d762a0b81738

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Auto-completing text box! I wanted to design some parsers and stuff I could use in future projects. Also trying out a UI design style I haven’t really done before :slightly_smiling_face:

export4

In addition, I’ve done a fresh new redesign of my branding!

A very productive Jan 1st indeed :stuck_out_tongue:

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Concepted, modeled and textured a robot character


Concept

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Happy New Years to everybody in the Dev community!

As of right now, I’ve just opened a new building on my television/film production campus. This building will focus on creating television shows for the community!

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