dy·nam·ic
/dīˈnamik/
adjective
1.1.
(of a process or system) characterized by constant change, activity, or progress.
As the ball moves higher, it procedurally generates more blocks, and unloads the blocks that are now well below the camera.
dy·nam·ic
/dīˈnamik/
adjective
1.1.
(of a process or system) characterized by constant change, activity, or progress.
As the ball moves higher, it procedurally generates more blocks, and unloads the blocks that are now well below the camera.
It’s a nice atmosphere, but i think it’s a bit overboard with the blue,
It’s like you’ve got your outdoor ambient, fog color, ambient, and color shift all set to light blue.
“Tinting should be like a spice… Tinting the ENTIRE GAME is like dumping two cups of nutmeg into your dish. You’ll kill people.” (Scott, 07:52 - 08:02).
I jest of course, I don’t get to quote Ross’s game design philosophy. so i can whenever the opportunity presents. but still… maybe dial back the blue a tiny bit?
Ross Scott. “Ross’s Game Dungeon: Deus Ex - Human Revolution”. Uploaded by Accursed Farms, 11 Sep 2016, https://www.youtube.com/watch?v=vYLEuQrvND0
Cycle the same blocks continuously repositioning the “unloaded” blocks like a conveyer belt, or Instance.new() followed by :Destroy()?
There’s a module for re-using parts instead of instantiating new ones, forgot the name of it though.
Your “conveyor” method is known as Object Pooling, in which you have a “pool” of objects that you keep reusing. It’s far faster than reinstancing and super easy to implement. There are many open source modules for this, most notable is PartCache.
However, because the point of this project was to finish an MVP as fast as possible, I did not use this method. The entire game uses less than a single percent in the Script Performance activity and only has about 20 parts at a time, so it was not necessary for an MVP. It will be added in the polish stage later on, of course.
its look amazing i want to play it its really fun
Good job! You copied Doodle Jump!
(this is some zkevin stuff not gonna lie)
Working on this cool menu UI - game me and @yacti are working on together
The game is going to support Desktop, VR and Console. I’m pretty proud of the main menu so far, so here it is:
Desktop:
VR:
(Sorry for unsteady footage I was just holding my headset)
Interactions in VR and console support is next!
Yes, Object Pooling and Part Cache are what I was thinking of.
Currently learning advanced Lua, and learning tons of stuff regarding the ROBLOX’s engine and studio features. Currently set my aim towards a big game idea and to work on it after I finish advanced Lua.
Make the ball squish when it bounces, please!
An island creation game where you create your own island and can inhabit it with NPCs, your own custom houses, farm, etc!
Here’s 10 minutes of pre-alpha footage. (skip to around 9 minutes to see the island I made in that time)
hol up that aint drake
This is impressive! What kind of software did you use to make this?
you could say that drake is… sicko mode
update!!11!
Okay so its a bit smaller and less complex than Aquatica’s… but it looks nice so i’ll use it in my game! Some of the areas don’t have fencing and this is because ill put a water slide in that area.
f### yeah! proper VR support!
Speaking of, I’ve been working more on blockworks
Better hand physics for one.
For refence, here’s the old behavior:
Finished that train, i think it looks great now that it’s done and added.
oh, and uh…
this.