What are you working on currently? (2023)

Last week i am working on my first PvP Game, i think i have not bad results

Winter Map with my sword model


Lobby

Here you can see a Map Vote System.

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Working on UI now. Nothing fancy, just some basic stuff
image

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Still working on this game:

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Yo guys roblox has now implemented farflands


Farlands


And bear in mind, this is really far out, like this far

So don’t worry!

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I have released qTools this week, a plugin with 121 snippets for Roblox Studio designed to code a lot faster!

Between all the functionalities that qTools offers, these are some of the core features:

Make references to any instance in your game, anywhere

Write any kind of loop supported by Roblox

Access all Roblox Studio's Services

Create fully working leaderboards in no time

Built-in UI with help and information about every command

Here is the link to the official devforum post, where you can also find more information.

Are you interested in qTools? Get it here! (50% off until September 1st).

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image

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Im trying to learn how to model guns so I can get more commissions.

this is my really bad first attempt lol

Edit:

I think im getting somewhere, but still have a long ways to go.

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I was bored and wanted to design some UI. :innocent:

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how did you make that mine are like low quality like look at this:

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Im working on port inspired by game: Shipping Lanes.
Port includes cargo type: Cars, Bulk, Container, Gas.



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Model of the Day 106
Table and chairs


Portfolio: Kristina's Portfolio

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I’ve been working on my terrain generation algorithm for a survival game I’m hoping to create.

I made an algorithm that smoothly transitions between terrain so that attributes like hilliness and elevation can be smoothly selected between. It works like a Voronoi diagram but in 3D and with boxes instead of points.

image
A Voronoi diagram

The “points” (actually boxes) of my voronoi-diagram-like algorithm. Each box represents the space a biome exists and how biomes are transitioned between.

The programmer in me really likes the results:


400 chunks of generated terrain with many different biomes (seed 1). I haven’t added tree, bush, rock, ice, or floating glacier generation yet, some of the ground textures, or in-biome texture variations (like for clay and different types of rock).



(Seed 2)

I’m pretty conflicted because while the terrain is fairly realistic, very continuous, and shockingly performant, from a game design perspective I think it’s too boring. Even though there are a lot of biomes and I plan on generating a ridiculous amount of structures for my game, I’m worried the worlds will still be too boring.

I’m thinking about scrapping (and open sourcing :wink:) what I have and using an algorithm like Minecraft alpha’s algorithm that generates wacky terrain and floating islands and then using the excuse that the game takes place on an alien planet like Avatar’s Pandora (and to lean into that with the game’s assets).


Minecraft alpha’s wacky terrain generation. Very quirky terrain with lots of upward details and overhangs

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Wow, that’s amazing.

Can I ask how you achieved that effect?

Long story short. I made a portfolio

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many professional uis are made on photopea, which is like photoshop but free

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Everything looks great, specially the prifle UI, did you do all the UIs yourself or did you buy a pack?

I love those classic blocky look, keep it up bro!

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Everything in my place i made myself, i have updated some UIs look, now it looks like this:

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Never knew about photopea until now. Thank you so much!

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Celebirty path render, made by @michal6666661111234 :star_struck:


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