I am working on my new obby, on which I spend a sufficient amount of time, the game will be open for the test soon, now I can’t throw screenshots, but after they appear
made a map UI for my game, took two hours and a lot of anxiety to it due to the rose compass being difficult to make, also the black spots on the map is ink, and this is an empty map, any opinions?
btw it was all in paint, and i painted a single tiny square each time, and i made everything with tiny squares.
https://cdn.discordapp.com/attachments/734701227010424873/759522036866482196/2020-09-26_23-08-49.mp4
shaking when explosions happen n stuff
night vision because yes
mag pickups (actual magazines have a different name and show how filled they are, these are just for debug)
syntax highlighting because yes
shaking when being suppressed and mag pickups and shobfix console improvements and sway improvements and screaming sounds and working ergonomics and night vision and more m4 animations and
(all of this done between wednesday and today)
Are you planning on making Blackhawk Rescue Mission 6 or something?! You’re on a roll!
this was a sudden boost of motivation to make up for me not doing literally anything this month
to answer the question, the game’s inspired by Insurgency sandstorm and escape from tarkov rather than any roblox games
Here is Palm Lake Water Park so far! So far the park includes a play structure, a lazy river, a floating obstacle course, and a couple of functional slides. I’m currently working on filling some of the empty nature patches visible in picture 1.
Here is a logo I made for the game icon:
Here’s the game link if you wanna play the game:
Working on the terrain currently and I think its looking pretty good right now. Trees position still need to be fixed though. Performance with most of the script systems in place looks good enough. Memory is kinda high though because this was in the studio.
Thoughts and feedback about the terrain current look?
I’d like to know one thing if you are willing to answer: are those generated caves a single object or hundreds of parts? Because once I tried making procedural terrain but gave up on it, the reason being the amount of parts would the game a lot, even if I showed only blocks visible to the player. I thought of unionoperating all parts, but it isn’t fast enough for players to mess with the world realtime.
I believe Elttob used greedy meshing to consume the parts, and he made a tutorial on it.
Here is another one by Dev_HDWC on greedy meshing.
been working on a new weapon system that allows for advanced weapons, such as this projectile that splits into many. Very light on network as well, only a single event fire for each projectile that splits.
Working on a new game idea: Ultimate Laser Tag
https://i.gyazo.com/a4feef882fd32e3d887abb3d3761fcb9.mp4
There are going to be four classes: Gunner, Marksman, Cannoneer and Brawler
Gunner will wield dual pistols, Marksman will wield a rifle with a scope, Cannoneer will wield a shoulder cannon with shotgun like mechanics, and the Brawler will have a power glove (close projectile/melee)
Wow! That look awesome. It’s the kinds of games like these that people put so much effort into that are so underrated.
This isn’t my creation, but I wanted to share a cool place I found made by a lesser known dev and don’t know where else to put it.
I’m in love with the smoothness of it! How long did it make to make it?