What are you working on currently? (2023)

3 major tasks left to go on Boredom Farming until it will be in a ready state for release!

also heres a bonus picture of my farm!


bonus little dev only decoration item
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night time

if you want a little taste of whats to come play the farming demo here

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Wow!
I hadn’t seen you in a while and now it’s almost done, I’ll try the demo out and edit this reply with anything

It was great, I think you should add a tutorial, maybe in the form of an NPC, a cowboy or somethig, maybe a farmer, which tells you what to do, as i simply wandered around until I found the farming plot
Second thing is I opened a strange thing, I clicked the blue button and there was a writing saying “KillbrickFarming” or somethinf, my phone’s a bit broken so I couldn’t see very well, and my display name and name and avatars up right didn’t update, not sure if it’s normal, and after getting the crops, I had FullyGrownCarrotSeeds, you may want to rename that, and I wasn’t able to buy seeds after I sold the FillyGrownCarrotSeeds

I am currently beginning the process of porting a 3D rasterizer from Python to Luau with GradientCanvas.

That will be added in the alpha release!

The farming demo is built off quite an old version of Boredom Farming, with the new GUI slapped on top of it. A lot of these issues have been adressed in the “Polish Game” section of my todo.

Anyway, you wont have to stick with this demo for long as Boredom Farming Alpha is coming out on the 23rd of September (which is a fair release date due to the amount of bugs :ant::beetle:)!

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Model of the Day 86
Glossy bookshelf



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Improved heavily.

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Early Development for my map (Solo Dev)



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The definitive Spiderverse-styled animation set
Should I make this an animation pack?

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did you use the new textures that came to roblox? if not u should try them i think they would fit

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Yeah, I’m currently using the new textures.

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When is this game being released it looks good and also what rain did you use it looks good

It’s been over a year since I last posted my project.

And now…here’s what I was building so far in 2023:




Iceland International Circuit

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I currently don’t have an ETA for ROcord, but I will be releasing a sandbox when I feel the game is stable enough. The rain was made by me and it consists of a lot of layered particle emitters, maybe not the most performant but it looks nice.

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Model of the Day 87
Trash bin



Portfolio: Kristina's Portfolio

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Model of the Day 88
Glossy Locker




Portfolio: Kristina's Portfolio

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This is very technical, with nothing to visually show, but I just finished a successful test.

I don’t know if I’ve talked about it before, but I use a system that I mostly wrote by myself called “CharacterStorage” in my experience. This stores references to players’ body parts, humanoid, and other important character instances.

Yesterday, I added another reference to this structure, save data! When the player’s DataStores load successfully, they’re “linked” to their serverside character entry at [entry].Player.SaveData.[key] (done using a new function, CharacterStorage:LinkSaveData(), as a direct reference to the data store’s value. (I use Suphi’s DataStore Module, and I love how it integrates with my system like this.)

What about the client?

For those worrying about exploiters, don’t. The local client generates their own character entry (using the same functions), but the save data is automatically synced from the server using a RemoteEvent, updated each time that it attempts to save the data to the DataStores.

I wasn’t sure if I could update this using server scripts, so I wrote a test function today and it worked perfectly!
image

Also, my experience should be able to test saving, even in local multiplayer tests (the ones where players are named “Player1” and so on). If it’s one of those, it detects it and saves the data to a scope named after my user ID, plus that “player’s number” (_1, etc.). This will let me test features that involve multiple players and edit their save data.

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