What are you working on currently?

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also I tried rigging after a year, but forgot how to animate lol

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I’m making a dinosaur simulator knockoff :>
So far its going pretty well.
Link to the game

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Gameplay

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this goober right is probably the main thing I did yesterday and I have no genuine regrets, it had to be done

edit: and i cannot upload on youtube due to copyright FRICK-

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Discovered a strange glitching effect while working with editable meshes:


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sneak peek at the next level of starcyst coming in update 4

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Were you able to get this working without “Unified Lighting” beta feature enabled?

I also found out about this weird glitch when messing with 0 alpha glass and the ViewportFrame Workspace replication bug reported in this thread: The camera's view will render over transparent glass instances inside viewport frames with the adorne set to a transparent glass instance. - #5 by 6mikael6

However I unfortunately couldn’t get this glass glitch working without “Unified Lighting” being on, which is why it can only be used in Studio.

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I disabled unified lighting and the effect has stopped. Only seems to appear with the beta feature enabled. The way I achieve the glitching effect is by updating the face colours on the mesh every frame with mesh:SetFaceColors(faceID, colors).

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no, it’s not buckshot roulette, i made the chairs low quality intentionally

Working on a little game which probably wont see public release but I will mention anyway.

I do have a little lighting preview for it but its just an empty baseplate so far. It is going to have some features that make you think off those City RP games but its not going to be an Roleplay game at least not intentionally.

Lighting preview for GTL.

Slapped together some procedural viewmodel recoil using a Spring and Shake. Currently the entire viewmodel shakes but I’m probably going to change it so the shake only applies to the gun.

improved the selection menu

you can go here for higher quality video

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newlclosure (not leak full here :D)

I keep bouncing from project to project and idea to idea and I can’t sit still on one thing.
So my last two games flopped after I put an exorbitant amount of effort into them but I’m REALLY hoping I can stick to this one.

I’m working on a UMG:Phobia inspired game called “DUEL-ist”, with a Meta-Progressing RPG spin on it.
If you don’t know what UMG is, it’s an archeximus game and it stands for untitled melee game, has combat similar to The Culling.

UMG:P is basically UMG combat but you progress through “sequences” (rooms) and fight AI enemies that consist of people on your friends list. The game is rather lackluster in content but nonetheless really fun which is why I decided to try making something like it myself.

Combat Basics

Your basic attack (M1) is a quick jab, deals a small amount of damage usually and a quick light attack mainly meant to get in a small amount of extra damage.

You can hold your attack button to charge your attack, and a bar will appear. Once that bar reaches some threshold determined by the weapon, you can release to do a charge attack/heavy attack.

Getting a backstab on an enemy will deal 1.5x damage (unless the modifier is specifically overwritten by the weapon you are using, in which case it will deal more or less.)

All weapons have differing recovery times, meaning you can attack sooner with some weapons over others. Missing an attack offers a bigger recovery penalty, making you possibly vulnerable for a counterattack.

To block an attack, either hold or click M2, hitting a block will cause you to be stunned for about 2s. Same goes for your enemies.

Each weapon has a certain maximum stamina, which governs a few things.
[Things that use stamina]
Holding Block: Stops passive stamina regeneration
Holding Charge: Actively drains stamina at around 5/s
Shoving: Uses 1/8th of your maximum stamina
Blocking An Attack: Drains stamina according to this formula math.log(Damage+1, 1.25)

[Things that regenerate stamina]:
Passively: You will regenerate stamina over time, (rate depending on the weapon).
Hitting attacks: You will regenerate HowEverMuchDamageYouDeal/3.
Getting A Kill: Regenerates 50% of your maximum stamina.

When blocking an attack, if that attack were to drain more stamina than you have, set your stamina down to 0 and take 50% of the incoming damage. This will still stun the enemy though.

You can also shove by clicking ‘Q’, which acts as a block break and will stun enemies for 2.5s, a bit longer than a block. Shoving an enemy that isn’t blocking will cost you stamina and a bit of shove recovery.

Attacks can be cancelled by blocking mid-charge. This can also act as a quick way to block an incoming attack if you see one coming.

Your stress meter builds the more you get hit, equivalent to DamageTaken/4, with a threshold of 75 points per stress level.

Each stress level that passes has unique effects that will hinder you over time (i.e. Having more damage vulnerability, de-saturated and blurred vision, slower recovery rate, etc.) Currently there isn’t any way to reduce it other than dying (which resets it) but I’ll probably think of something eventually.

All kills will also heal you for 30HP, and raise your stress level a little bit.

Since this is a PvE game I also took a bit of liberty and made all hit registration client-sided, so that your ping doesn’t matter when blocking attacks. (They are almost entirely client sided anyways, using a network ownership system based on who is the current target of that AI. The only things that are on the server is their State Machine, stats [HP, speed, etc.], and handling the whole networking shenanigans, other than that they are just a big folder basically).

Small Video Peek (Warning: Blood/Some Unrealistic Gore)