What are you working on currently? (2023)

Wowza this is extreme!

I myself am horrible at building.
So any pointers for making stuff like buildings, little props, etc would help me a lot lol.

I’ve been reading you posts for months!!
Also. What do you do with all the things you make?

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So cool yo!
Did this game release yet? Cause I would love to play it!

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Unfortunately it has not! We are still working on the framework for VR Players.


If you would like more details

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Some updates!

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Model of the day 18
Conference room



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Probably a good pathfinding I made in JavaScript that is gonna be used for a game (see my past post to see a hint).

Here are the comparisons.

A*:

Modified version:

Kinda make NPCs less robotic.

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I’ve been working on a datastore managment service using open cloud for a while now called DataMate. Similar to the plugin DataStore Editor.

You can try it our here:

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Hello again,

Till now I was working on M14 Battle Rifle with internals.

I personally think it was way easier than I thought it would be but I think I can still improve is some things.
Here’s some experimental renders.

Experimental Renders

I think I should work on my rendering a lot since this looks like shit

Without renders it looks 10 times better but yeah my renders are just awful and probably ruined everything

And here’s the final render.
I know,I know this render looks like crap but it’s the best I could do rn lol

Sincerely,

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Model of the Day 19
Fluorescent light

Portfolio: https://kristinaportfolio.carrd.co/
image-120~2

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Just finished and uploaded a UGC model see it here - Candy Corn Head - Roblox

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Working on a melee combat game inspired by Chivalry and Mordhau

Combat System + Fighting NPCs

Battering Ram + Explosive Ballista (The ram will be pushed by players or NPCs, not go by itself)

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clown

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Finishing up a soundtrack…

it’s now 47 minutes long :face_with_peeking_eye:

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Decided to restart my project… again.

This attempt lasted a lot longer than the others, but I’m starting to wonder if I should just cut my losses and move on to something else.

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I’ve thought about it and figured, I should try using the “Atmosphere” instance again. Though I was disappointed with how inflexible it was (and how much better my experience’s time-based lighting looked without it), now that I’ve noticed how good it looks in Royale High, I believe I’m going to give it a second chance.

I’ve replaced my experience’s unique city sky with a basic one, as atmosphere covers up the lower half of the skybox, covering the distant “buildings” with what looks like fog. After playing with its properties, I think I’ve picked the right settings for the look that I’m after. With very few changes, here’s what sunset looks like:

Not every time of day looks good with atmosphere, though; It looks like my baseplate is haunted or something at midnight now.

EDIT: I’ve added support for atmosphere to my smooth time-of-day script, and have started editing the “color”, “decay”, and “density” properties to improve how all parts of the day look. That debug feature that I added earlier this year really helped me quickly visualize and make changes in real time!



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you should only use smooth on all sides n studs for top, inlet for bottom. i made the same mistake as you but i used universal everywhere instead cool besides that

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I made some scenes for fun :grin:

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Me and my team are working on a rhythm game, which it’s called Project: Afternight, and somehow I work on solo projects too. It’s quite interesting since I have worked on a group project, plus I’m helping them with building and stuff.

Creating games are quite fun.

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not yet lol

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