What are you working on currently? (2022)

Working on a Feudal Japan genre with a few friends; not complete and still in testing.



32 Likes

This looks awesome! The atmosphere, the builds, the terrain. Everything about it is perfect! The rubber ducky on the guy’s head in the last picture made me laugh! :joy:

1 Like

Placeholder GUI, missing speedometer and a few road details lol

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Perhaps you forgot side mirrors?

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Yeah, missing rear-view mirrors.

Update #9 on my TikTok Game in Roblox (Orchid)



The game is now open for feedback!

You can view my topic here: Orchid (Record & Upload videos)


Please let me know your thoughts and suggestions, It’s really helpful!

Here’s a video:


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working on a rescue flare, visible from 5000 studs away:

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I made this shack a while ago for my survival game:
Screenshot 2022-08-30 141410

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update

game logo
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finally finished


art

1 Like

Please tell me how you have seperate running/walking animations. I’ve been stuck on this for awhile now, :sweat_smile:

No better way to celebrate VALORANT Champions than to recreate the Istanbul championship stage itself in Roblox Studio.

This was a quick build that took roughly 2-3 hours and it has over 650+ parts. I’m most likely still gonna add more detail to this!

9 Likes

This is what I have been building over the past months (from time to time).
There is more included, game link is down below.

[WIP] Absence of Light Science



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Game Link: [WIP] Absence of Light Science - Roblox

Let me know your thoughts on it. :v:

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Finished and rendered, ill do the interior some other time though.

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Little part of map


and funny potato for joke :>

7 Likes

I’d like to thank @Ebonhelm first - she redid the lighting for the build!

New Lighting

Ebonhelm’s lighting keeps the same intent and general colours of the original lighting whilst improving the SDR (Standard Dynamic Range) visuals and visibility for combat. HDR is relatively similar to how it was too, just a bit brighter and with better contrast. The new lighting also changes the focuses and the lit areas of the map. Some areas look brighter than they are due to long distance (e.g. Terrain).

I’ve been working further on this and been creating lore on top of it, which’ll result in even more additions to the overarching landscape for both the main build and the new lobby as time progresses. I’ve had a lot of help during recent testing from a few friends bringing in play-testers.

One of the things I waited to showcase privately to playtesters before showing it elsewhere is the new lobby, re-imagining another of SHADOWTHEHEDGEHOGXX’s works.

Alianor II: Aftermath - Anniversary

This new remake was extremely hard to create and detail. Not much of Alianor II: Aftermath is publicly available anymore. Only two (somewhat low quality) videos still exist of it being playable and with enough visibility of the map to guess at how it was designed and what it looked like.

Alianor II: Aftermath was set after the events of “Fall of Alianor” which saw the base (Alianor II) destroyed. This new lobby takes place later on, diverging from the original design and expanding on an idea of the ruins becoming an outpost instead of being torn down and replaced. This location will feature more and will be built up further with the planned lore and development roadmap.

Players spawn in the outpost area and the main lobby experience will be there (for all those interested purely in the combat gameplay). I plan to fill this lobby full of life and NPCs that will be able to assign quests, bring players into the lore aspects and bring new engagement.

Note: This Lobby is as large as the main map and takes time to explore all the new areas.

The User Interface scales itself well and is fairly compact, even on sub 1024x768 screens. It can go down to 640x480, just not the best visibility experience, if you have chat and the leaderboard open.

User Interface
Menu UI

Alianor III: Anniversary uses a menu UI. Although it does break immersion, it has a practical use for displaying extra information that I felt flat UI would be less helpful at displaying graphical/VFX options and tweaking whilst also getting to use a location viewer as a benchmark to see all the changes clearly on the areas you’ll be fighting in.

Gameplay UI

The gameplay UI contains the timer, team scores, a gameplay specific leaderboard only visible to the Defenders and Raiders team players, Radar and Vitals.

Radar is available for players and is in the process of being reworked to utilize rotations and provide better legibility during combat.

The Vitals show custom Health, Armor and Selected Weapon. The Current Loadout section of this UI is in progress.

Chat UI

Chat was custom-created using the newer TextChatService & TextChannels features rather than committing to the old style. It scales smaller than other channels, though legibility can go down the drain with large text messages if you’re committed to a resolution lower than 1024x768 resolution.

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Lobby UI

The Lobby UI features a simplified Player List, intermission/round counter and eventually more things like the Voting Screens, Shop Interface, Armory / Loadout Interface and Dialog Interface. It’s simple for now as I focused on the very core mechanics over anything else.

Cutscenes

The Round Loading / Starting cutscene pans from one side to the other, keeping the focus rotation on the main gate and tower. It was inspired by Unreal Tournament 2004’s “Match Start” UI.

Although far less polished, the Round Victor cutcsenes are also present and functional. These are still WIP and introduced a few bugs with the Lobby Character and UI controller which are mostly corrected, except for uncertain and rare circumstances.

The current in-progress feature which I’ll be using now and in future for other projects is the custom error logging console (Riza) and command-line (Mustang).

Custom Console

The error logging console will broadcast severe and critical errors to players.

This is meant for the development version for playtesters to test and catch client/server errors without my presence in the server as some have requested that the game be accessible for them during downtime. Whether or not it makes it to the public branch with global accessibility isn’t decided yet.

Note - The Command Line will only be given to developers/admins, the logging console and command line function separately from each other - (no integration).

It was inspired by visual styles of Half Life 2’s subtitle display and the CMDR plugin by evaera.

There’s a few other things that aren’t visible to the player (Server Operator - Winry 2.0, Client Operator - Fullmetal 1.0) and some underlying Library modules I created for the server and client to equally require when necessary - stuff using ROBLOX’s Query API for accurate Touch/TouchEnded event processing.

For those curious to see the game, here’s the link (and expect bugs and fun softlocking errors due to a restructuring of Fullmetal 1.0): [DEV] Alianor III: Anniversary

7 Likes

Backgrounds Are Overrated
A thumbnail for my game

Thumbnail

The best part is, this is not just a marketing GFX. This can actually happen in game. You can customize your skeleton, there is an archer class, there is an overhead sword attack that looks just like that.

The Game:
This is privated now so you won’t be able to play yet, but the open Alpha will release this Monday. You can add the game to your favorites and click the follow button, to be notified about its release. All the players within 1 week of Alpha release will get special bonuses (Free customization items, special badge, in-game currency).

Skeletal Frenzy - Roblox

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Here is the full airport so far:

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Roblox intro remake again

25 Likes


Oasis revamp (Skyline) so far.

8 Likes