What are you working on currently? (2020)

Returning to pianos. This time I have improved in working with dynamics.

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I’m recreating “Walkabout Waters” from Aquatica Orlando:

Yeah, this might take a while… :sweat_smile:

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That is going to take a long time… Well good luck. :sweat_smile: :sweat_smile:

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Working on a couple of ugc concepts!

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Added trees and biomes to my island generator!



And a nice button that fits in with the new topbar

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Been programming a sushi restaurant base game with @ahpplesauce, just showing off some of the progress.

Here some of what @ahpplesauce has done for building


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I challenged myself to make a game in a few hours.

A bit of physics, raycasting, datastores, procedural gen, dynamic loading/unloading, and hours later… I present to you- Bounce!

Play here:
https://www.roblox.com/games/5054255967/Bounce

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Cool, wish i could do such things! Currently not in my skill set.
Looks Nice!

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After a while of being away due to college, I returned and made a couple of working grills. A nice little project with clientside functionality.

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Embarassed to ask this, but, what in the world is dynamic loading sensei

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.

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Im working on a low poly game

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Played around with the new Depth of Field and Atmosphere Properties. I think it went great.

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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

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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.

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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.

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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 :eyes:
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:
oGXy0N8KFM

VR:
xagRpldojW
(Sorry for unsteady footage I was just holding my headset)

Interactions in VR and console support is next!

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