What are you working on currently? (2024)

A more general purpose derivative of Tabby, but also makes the syntax easier to grasp.

local cat = Catwork.Fragment {
  Name = "CatGenerator",
  Cats = {}

  Init = function(self)
    while true do
      table.insert(self.Cats, generateNewCat())
      task.wait(1)
    end
  end

  GetNumberOfCats = function(self)
    return #self.Cats
  end
}

I actually started this in December but having a few roadblocks with Luau’s typing system, esp on Fragment generation.

meow :cat2:

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The character in the loading screen, isn’t moving. You can see the bricks change at 3 seconds. And the blue text could be a bit higher up, not that close to the loading bar. But yes, it looks better than what I could do. Do you actually intend to release this game? Or is it just a project for you to do?

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Well 1 month in and my game is actually quite a lot of players.looking to expand the storyline and making it bigger than it is at the current moment

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Garage interior



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I’m currently still working on my European Railway simulator. I don’t have the time to explain everything in full detail so you guys can check out more information here A showcase of my current works

I am solo developing it (PAINFULLY) but it will be released!

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That has to be inspired by Miami right? Is it Ocean Drive?

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That’s intentional; Nothing can move while the client is teleporting between places, so the player’s character is posed then anchored before the loading screen appears, to make sure it doesn’t disappear after the glitchy flickering shown in the video.

I’m not sure why that’s happening; I just checked both places and they’re using the 2022 materials and no material overrides are specified.

I’ll consider moving that text, if I remember to continue modifying the new loading screen.

Though it’s mostly just a very slowly-developed personal project at the moment, I want to release it eventually…but I think I’ll have to begin focusing on gameplay, one of the more boring things to think about implementing, before I can do that.

Char. Model Update

And here’s today’s update: those new hand and foot meshes have been finished, and they’re now in Roblox Studio!

The hands were the more tedious mesh to edit, since hands are always one of the trickiest parts of the human body to both draw and model! The new hands have more accurate finger lengths and widths, and there’s less spacing between each finger, which was the primary reason why the old hands looked so strange.
Hands (old)


As for the feet, I abandoned the more specific “barefoot” (or very thin shoe) shape and just went for a more abstract, boxy blob, which comes off as more of a shoe than the old mesh, interestingly enough.
Feet (old)Feet (new)
I hope everyone likes these changes; I know there are more issues with the character model but they either can’t be fixed without messing up the joints (legs and arms) or might cause the model to not resemble a Roblox character (mainly the head).

If anyone preferred the old hands or feet, don’t worry; If I release this as a resource later, I’ll try to include both versions of the character model, in both RBXM and source (Blender) formats.

EDIT: In case anyone is curious, I released the character model as a community resource.

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Working on my game inspired in games like Vampire Survivors, Brotato, etc.

It’s called Monster Slayer


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I’m working on this “Quantum Travel” concept for my game that’s inspired by build a boat. The sphere is so big because it’s meant to let a huge vehicle (200x200 studs) get transported on certain spots on the map. I was hugely inspired by Outer Wilds and its Quantum mechanic. You’ll know what I mean if you have played the game.

Look into the description for more (lorewise) info

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It didn’t take too much work, but Project Magical Mary’s cute but “basic wand” has more potential now. How could it be capable of more? It looks like the same exact model! What changed about it?


Well, you see, this wand has a different structure to it now. Before, it used multiple parts just for Royale High-esque recoloring, but you would see the glitchy emptiness if you ripped it apart before. As of now…

…that has changed! The Basic Wand has been split into four pieces, the tip, rod, handle/grip, and pommel! Even if the wand fell apart (like it sadly had to do for this screenshot), you wouldn’t see inside of it because each part has been “capped” with smooth ends! (Meshes within pieces that still can’t be seen without another bordering it (such as the grip’s purple section) don’t have these additional polygons for optimization, however.

Why did I do this? Well, my teammate and I both thought of an idea that would really increase the customization and flexibility of wands! What if the player could mix and match different pieces to make their own personal wand, which could become part of their fashion, blending with their outfits? Well, the new “modular wand” meshes will make this a reality…soon :tm: .

EDIT: It’s already one step closer to replacing the original wand; As of February 6th, all four wand pieces now have attachments, and can be lined up using a function (which has existed for probably several months at this point)! I used it to assemble the pieces shown in the last image into a completed wand:


It may look like my cute wand mesh, which you’ve seen many times by now, but what you’re looking at now are the wand pieces, welded together with WeldConstraints and welded to my left hand with an invisible hand part.

Lastly, I just checked last year’s #waywoc topic and saw that I waited until this day to write my first post, while this is my eighth post this year. My brain might be in awful condition now, but I seem to be more ironically productive, if anything.

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Latest build - Sport arena Torwar Warsaw





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Made a small store for a City map I’m working on


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Realtime global illumination

There has been far too many versions too count, here are my latest videos.

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I am trying to make a seed based Dungeon Generator. Started with noise, but i replaced it with Random.new() now. I made base tiles for rooms and corridors, and then a function to select pieces randomly based on a seed and connect them:



Blue and yellow blocks are replaced with terrain, with the material designed to it. Green blocks generate objects selected randomly with a seed, along with red blocks for enemies. Purple blocks are the entrances:

Still need to fix some things, like room overlapping and repeating patternw, and making objectives sequences like key room→ locked door room, and then ill focus on making better designed tile pieces. If there is a mechanic you think would be good for the generator please do tell me.

In case you all want to test it:

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It’s closed…
Also, your place was made 10 years ago?

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I’m working on a classic-ish game with my friend for several months. i like how classic stuff looks but i’m not an og if it’s not obvious.

I’d love some feedback on it below!

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Huh, weird, I checked experience and it says public. I think it might be a place config, but I can’t seem to find it on this new place settings page.

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I’m working on a fun project similar to “Speed Run 4”, but with new features.

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add some cool double jump and stamina stuff- i would play that game. would test if u offered link.

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