working on a rescue flare, visible from 5000 studs away:
Please tell me how you have seperate running/walking animations. I’ve been stuck on this for awhile now,
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!
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
Game Link: [WIP] Absence of Light Science - Roblox
Let me know your thoughts on it.
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.
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
Backgrounds Are Overrated
A thumbnail for my game
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).
Roblox intro remake again
Hello! My name is TeamAliterry23! I am a very inexperienced builder (I do accept that fact) I have only a few weeks of experience in blender. I can build in RobloxStudio and script some simplistic Obby stuff. I’m am pretty grateful to be part of this thread!
Summary of my Development Journey
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Late 2020: I started my Roblox Developer Journey in December of 2020, I was definitely not a serious developer, I would just dump everything from the toolbox. And pretty much opened Studio very rarely.
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Mid 2021: At Mid 2021, I Decided to become a Serious Developer as there was a rise of game creation during this period, thus I decided to become a serious dev, I watched tutorials, visited Developer Hub and started to open studio more regularly, I learnt all the basics of building and scripting.
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Late 2021 - My Building Skills improved dramatically, I started working on a game called LondonTown. but pretty much was a flop, only racked upto 27 Visits. It was a game I created which was like a Christmas/New Year Hangout.
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Early 2022 - At February, I decided to work on the Spring Edition of my game LondonTown but flopped.
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Mid 2022 (Present) - I finally got to download blender at August and started watching tutorials from 3D Greenhorn, Blender Guru etc… and finally can build some simplistic low poly stuff.
My Creations
So far I have created several games and projects in Blender and RobloxStudio:
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The Have Obby - The Hard Obby is a simplistic 9 Stages obby which shows off my basic scripting skills: The Hard obby - Roblox (This game was created on my alt)
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A 3D Isometric Interior of a Bedroom - This is my first ever Blender Project ever, I am pretty much satisfied of what I’ve built.
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A 3D Isomeric Interior of an Office - This is my second ever Blender Project.
Alright Roblox Devs, That’s it, hope you have a great last Quarter of the year!
Made another random test UI mini-mockup/showcase at school today.
Just got discharged from the hospital 2 days ago, I’m glad to be back to developing! There are only 2 UI’s in the photo, but this was just practice.
Again, the UI was made by @.csqrl
ofc had to upgrade phone because of the iPhone 14…
Plan to make it even better soon though!
So I have done a couple of changes since last time. Decided to add a bit more poly and detail to the engine, handbrake and exhaust models.
Oh and I also managed to make the arms attach correctly to the steering wheel and handbrake stick with a R6 IK solver function.