First-time poptart Noah posted a video longer than 3 seconds
Hey there, i’m here again to show what i’ve been working on over the last 3 months.
If anyone here has seen the game “Beltmatic”, you’d know how the concept goes on this game.
– My game consists of a very modular placement system which I have to credit @Taveple for, i’d modified his placement system to my standards, adding a delete function and so on, but first be sure to check that placement system out, it’s amazing.
Anyways, you place your belts from an extractor (RED) to feed the level of number into the main hub (BLUE). When you reach the needed amount within the main hub, the next level is unlocked, usually an increment of 1 up from the previous, this way then you can use your adder, subtracter, multiplier and splitters and mergers to form the new number. Sometimes it’s easy, like 2 (1 + 1), or 59.
I’ve been on and off while building this game, it’s been a huge struggle, with me giving up so many times on the serialization of objects to save and load them. The game is optimized for mobile, pc and hopefully console to come. (I may release a DEMO soon, no specific date).
I think my main motivation for this is the actually though of playing such a prestigous game on Roblox.
Anyways;
-What’s to come?
Multiplayer - Having a central lobby where user’s can share and upload their factories (user’s can visit and be able to see their factory in action), the users that enter cannot edit the factory until they are given edit permissions via the owner. Same goes for going someone’s factory as a contributor, you must have edit permissions.
Drag placing - Right now you have the option to place one object and then choose another, or keep placing the main object you’re currently placing, this way you don’t have to constantly press the object’s button or the keybind. I plan on implementing an option for belts which just like beltmatic you can drag your cursor across the grid and create belts as far as you’d like (snapped to the grid).
Grid customisation - At the moment the grid can only be locked on 1 or 2, which doesn’t seem very free to move, but it is VERY reliable, when we reach any higher than 2 we have to ensure that models can all be central while snapping to the grid, but I plan on eventually making every model compatible with each and every grid no matter the snap, aswell as adaptive grid texture changes, so when the grid is changed the visual grid is also changed (easy said than done).
That’s all for now, I wish you all the best on your creations and hope some of you give me your feedback, and I know this is alot to read, thank you if you read it all. I really appreciate it;
Make sure to check out my new releases or other games im working on.
Thank you!!!
A realtime raytracer
Why does yours run at such a high FPS while others run at a lower FPS?
interlacing, multithreading, only updating pixels that have changed, and more
i got this running from 20 to 100 fps
on lower resolutions like 100x100 it achieves around 240 fps, and my pc isnt a beast either
Doing some commissioned work for some guns. For my first time modeling a gun, I think it turned out really well.
Looks awesome! Very cool concept. Thank you for crediting me on the placement system, I didn’t know people were using it. You made my day
For anyone interested: Advanced Placement System
here’s an update:
nowhere near complete entrance:
the stadium now looks WAAAY better from the outside than it did before (although its still not finished)
if the player presses 1, a ball spawns in the center of the pitch
if the player presses 2, all spawned balls get deleted
if the player presses 3, a ball will spawn, moving towards the player
if the player presses 4, match mode will start
if the player presses 5, match mode will end
if the player presses 6, the national and state anthem will play sequentially at the start of the match
if the player presses H, the weather changes (added thunderstorm weather)
if the player presses J, the seat colors change (green, gray, dark gray, dark green)
if the player presses K, the fans show up (sparse, full and none)
if the player presses L, celebration mode starts oh yeahh
if the player presses O, the color of the lights around the stadium change (green, yellow or white)
(sorry for the crappy quality)
This seems to not be in VR.
Is the project in VR and PC now?
Honestly when I first found it back in 2022, I was amazed since the best thing back then was my own knowedge and there wasn’t really tutorials persay, but then I used it over 2 years started adding my own twists to it and now it’s like a baby that im cradling.
Thank you so much
Advanced AI and my 5th implementation of the GOAP algorithm. Instead of being reactionary, the AI makes a plan, in this case to pick up a weapon before attacking. It can then validate and cancel the plan should need be (like if a certain developer takes the weapon away). Currently, the AI doesn’t do pathfinding and just walks directly toward its target. And I’m also not entirely happy with the planning algorithm. Something to tinker with I suppose…
Anyways, with a system like this, I should be able to make pretty intelligent NPCs by just shoving goals and actions into their brains. Very neat algorithm, but a pain to implement.
he’s mentioned it in another post, its working for pc so that he can playtest without a headset