What are you working on currently? (2020)

In 2019, I started my journey in developing (again). One of my first builds was this ugly basement. From the basement build, I started to work on (probably my favorite build), this apartment. Parts of it was inspired from Bestdressed. Her amazing youtube videos on apartment and room designs were great inspiration, and now I’m obsessed with macreme. Enjoy some hanging plants for now. :slight_smile:

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unfortunately the link doesn’t work, I was looking forward to look at the tutorial since the result is pretty astonishing.

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Not anything truly interesting, just making a First Person speedrunner. Maybe might make this 3rd person with a mouse lock? HM.

(also upon release, there wont be lag like there is in the footage.)

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Probably because it’s in the middle of approval right now, but once it goes through that it should be visible

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:wave:t3: Hi! You’re all incredible!

I have been working on a game called Castaway with @SimplyRemove.

This game will be released in Alpha shortly.


Edit: It’s been a few months, and I can assure you that we are very close to releasing!

The game is currently in its late development / bug testing phase. Please, report any bugs you come across (you are welcome to PM me).

We almost definitely, will reset all save data (except robux purchases) upon official release. The game will become free to play at that point.

https://www.roblox.com/games/1137355809/Castaway?refPageId=5cfac24b-a2c6-401c-86c7-9c55c103aae1

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One piece game with a team of modelers ui designers and an animator, I’m the main scripter.
Good job everyone.

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I haven’t learned how to do the texture stuff yet, still a novice in Blender :sweat_smile:.

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Managed to get caves working in Blox!

Of course, they’re really dark, so here’s what they look like when you boost the brightness:

Plus, a behind-the-scenes shot:

They’re still a work in progress (they need more variation and sometimes get into weird situations with chunk boundaries) but the concept at least works well enough that they’ll almost certainly end up in the final game :grinning:

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3D noise terrain spheres!

UPDATE! It got even weirder!

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What do you mean so it replicates properly?

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This is using perlin worms I presume?

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The physics between the client and server would frequently go out of sync when the client had physics ownership of parts that contained constraints and welds created by the server

Out of sync meaning physics would work smoothly on the local client, but on the server, parts of the machine would freeze. Double checked by making sure the client had physics ownership over every part and that everything was unanchored

Here’s a video from a few days ago showing the replication issues with a HingeConstraint. I was able to fix it by creating the constraints on the client instead of the server

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Kind of - they’re worms that create paths through the terrain, but they don’t use Perlin noise - instead it’s just a normal random source.

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I’ve been working on a completely interactive science based game:

image

If something looks like it does something in these screenshots, it probably does! Most of everything here is scripted and animated :slightly_smiling_face:

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Not that it looks bad, but you may get a bit nicer results using noise to control the movement of the worms :slight_smile:

By my understanding this is what minecraft’s caves do on a basic level

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Based on my (limited) knowledge of how Minecraft works, they also used a regular random source rather than perlin noise. Either way, this would probably be a discussion better suited elsewhere so as not to fill up this thread :slightly_smiling_face:

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perhaps up the ambient light a little bit, or increase the coverage of the lights, the stripey lights are a bit much.

also, come at me @KeysOfFate


I’ve gotten the hang of using WriteVoxels instead of FillBlock(), and now i can do cool things like this!
maybe i’ll do some tree/shrubbery placement next to help break up the landscape a bit.

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Currently working on a cold, will let you know when thats done. :sick:

But while also being sick, I’ve been working on a helmet of a certain… Slayer, but with a few modifications to avoid IP issues.

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even tho you didn’t @ me, I have to set the record straight :wink:

(also I really need to stop posting terrain pictures here, getting kinda old lmao)

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Try making the tree leaf color darker than the terrain grass color so it pops. And maybe some slight hue variation to make the leaves feel more organic?

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