What are you working on currently? (2021)

This is a mini cave room I made for my game… I didn’t do the lighting yet tho. Here’s the cave.






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more progress on my map. i’ve gotten to the point where i can do an entire layer in one day without exhausting myself since there’s so little land (it’s just the tips of mountains at this point)


this is all i have left to do. i’m very excited to get this over with

Screenshot 2021-09-21 004038

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Not sure if I’ve posted this before, but here are some work-in-progress images of my caplock muskets. Unfortunately haven’t textured them because I’m still working on the top musket, which has a rifled barrel.


Both caplock muskets


Rifled-barrel close-up

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I have been working on a new gun system for my upcoming game.

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I made an Input component! I still want to make tab switch functionality, not now tho it’s work for future me.

Just to give some insight, this was all the code needed for the above video.

Made with Fusion

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Corridor light

Also, not “current”, but…

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VR-ready reflex sight system

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finally done with this. it looks really pretty in the morning

onto more interesting things with this map

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Making some solid progress on a new UGC concept of mine. Optimizing it and keeping it below the UGC maximum vert-count limit was a little bit of a challenge, but I was able to overcome it.

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You are an epic developer :slight_smile: i will wait for this game

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Finished a Kar98k (Karabiner 98k) model yesterday and ported it over today. Now I’m going to start animating this.


Ignore the cube shapes on this image, I need the parts to be visible for joints so I can animate this in Blender.

EDIT: Just finished animations for it too. This is a separate test animation showing all of the animations together.
Ignore any weird behaviours with the animation, Bezier curves act a bit strange when rapidly changing. The animations separately do not display these behaviours.
https://cdn.discordapp.com/attachments/760979985291935774/890322487278206986/S6eADlPe9X.mp4

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So basically, I found a way to basically reduce lag while making lightsabers. Instead of using lag emitters, you could easily replace them with a cell shaded mesh. You’ll get more or less the same effect but at a better performance.



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Lesson learnt: Lighting changes the feel of the map.

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:monkey_face:

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i ame alot of changes on my game called “land of hood” well now i changed the story,game icon and the thumbnails
the land of hood was really like nahh so i came with “better dayz”, the visual part will be not serious but the story will be serious as hell man im tellin you but i cant tell ya rn cuz the story still “makes no sence” so i need to edit it lil bit y’know



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image

Getting closer to closed testing

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Made this interesting lighting effect.

Heres a place file, for those who want to know how I did it:

Lighting effect.rbxl (74.4 KB)

It will probably crash studio if you try to do this on a slow computer (It crashed mine).

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Is that just a lot of stacked parts? If so, I’d use a beam instead to get the same effect while keeping it optimized.

Yeah, but it has light rays, and shadows. You wouldn’t be able to achieve this effect very well with beams because beams can overlap and go right through objects, while this effect won’t overlap anything, and if there is an object in the way, the effect will be properly occluded.

Issues will also arise when you have beams of totally different color overlapping each other.

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Currently updating my first Build!
That’s the Build;

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