I’m finishing up the first beta for my Private Server List bot. This bot makes it easier for members of your Roblox Discord group to play together by allowing members to “donate” their private servers.
The RbxServerList bot keeps an updated list of private servers along with their player counts, and also allows you to set your own limits on how many people can join from the list.
The Discord bot keeps a list in the #private-servers channel in your Discord, as well as an online version where users can also donate their servers.
Space Race is an up and coming strategy and exploration game. Spawning on a planet, the players build it out how they want, and expand to other planets to fully gain their resource potential. Players research new technologies to get better buildings, military units, and exploration spacecraft. They can view other star systems and their planets, but if another player is at one of those star systems, you may see ships moving and realize you’re not alone where you’re at in the galaxy. Once unlocked interstellar technologies, players can expand to other planets or invade them. Diplomacy and trade can be made between players such as basic resources to technological knowledge. As of now, the end game technologies will be planet and star destroying weapons for the military-style for players, or for the science and exploration players. It would be opening a portal to another dimension (I just thought of this but there will be a science victory).
Over the past week for Space Race, our builder @bamaman102 have been hard at work remodeling and modeling SCI-FI themed models, here’s his work:
Satellites (The Big one is a transport satellite, the one that looks like a telescope is a telescope, the drill looking thing is a planet survey to under geology of the said planet, and the last one is scanning satellite for anomalies or basic information about a planet)
Kinda small and stupid but I’ve been making a small MarketplaceService module to make dev products, gamepasses, and assets really easy to work with. I’d like to release this Module later on.
It unifies everything. Before, I usually had different workflows for gamepasses, assets, and dev products. It uses receipts (the receipt dictionary pretty much from ProcessReceipt)
It comes with checks that validates purchases (i.e for devproducts, the same purchase isn’t processed twice). I use ProfileService (which is a pretty epic DataStore module), so my GetPurchaseHistory and SavePurchase functions would usually stay the same.
This module also has support for unit testing, so that’s pretty epic.
Example Code:
-- on server ofc
local Marketplace = require(something.Marketplace)
function Marketplace.GetPurchaseHistory(player)
return {} -- do whatever with dataStores to get purchaseHistory table
end
function Marketplace.SavePurchase(receipt)
-- save receipt table (which is serializable) to data stores
return true
end
local coins100 = Marketplace.DeveloperProduct.new(12345)
coins100.Purchased:Connect(function(receipt)
local player = receipt:GetPlayer()
player.leaderstats.Coins.Value += 100
end)
wait(10)
for _, player in ipairs(game.Players:GetPlayers()) do
coins100:Prompt(player)
end