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ScripterJohn13
#183846187Wednesday, February 17, 2016 11:16 PM GMT

This is a first-person shooter survival game I am working on. In this game you will run, build defenses, collect items, harvest resources, make friends/enemies, craft items, and much more. The game will feature gun controls similar to Phantom forces. Currently, I have a Glock-17 gun in the game and have been polishing the gun engine so that new guns can easily be added. You can already put different sights on the gun using the inventory crafting system and will hope to add other attachment types such as suppressors to the engine later. I still need to do a lot of polishing to the gun system and come up with a standard for the new guns I will be making to follow so that the guns all work based off the same engine without having to do any additional scripting. The aim down sight and hip-fire works for the gun already as well. I decided to put the gun engine off for now and focus on other aspects of the game that will help further the concept of how everything will work. For example, I have added two useful items to the game. An axe and pickaxe. Similar to the gun engine, I have to make these items work off the same engine. I believe I am done with them... They work based off animations. You equip the axe to cut wood and the pickaxe to mine ore. The system uses animations when mining/chopping and detects the point in the animation at which a confirmed strike would occur. Then it gives off some nice particles depending on what you are mining/chopping and gives you the item corresponding to the material/object you are harvesting. The animations look fairly nice and work amazingly so far. I have not made a big map yet, but I have a small starting town with fairly decent looks. I hope to have an alpha stage out within the next month. Maybe after that is finished, I will possibly be looking to get some builders on board to help make this map. Some features I want to include in this game after the foundation of the engine itself is completed are.... Forts: These are structures that you can build using certain certain craft-able items. I plan to have its system similar to that of a game called rust. This will most likely be the last feature implemented, but I think that this feature would be a nice addition to the game as well as something else to do than just running around and killing/stealing. It would give a "safe" place to store items you can't hold in your inventory.... But beware, wooden fortresses will be easily raided with the requirement of 1 C4 on wood doors and 2 C4 on structure walls. Metal Structures will require 3 c4 on doors and 5 c4 on walls. Cars: Correct me if you think this is a bad idea.... I want to make it able for players to collect car parts and craft a car that they can carry materials in. The car will require some form of gas that will be fairly rare, making the car a luxury and not something to just cruise around in. Crates: Obviously with the idea of cars and the ability to carry items in them, there needs to be some type of container players can craft to store items. This will be crates. Crates will hold up to a certain amount of items and will be able to be raided by other players as well. I don't intend on adding any sort of "private" chests into the game except for maybe a weapons chest with like 3 slots tops. That way when you leave the game you can store your favorite weapons for later rather than having a complete restart when you play the game. Skills: I do want to add some type of system to the game that will keep players coming back. One idea I have had is a skills feature with skills such as: mining, woodcutting, and crafting. You will have to play the game and level up these skills to do certain things or craft certain items. This will possibly up the PvP aspect of the game. Want an item someone else has? Go steal it. It may also open up room for another feature I would like, that is trading. Currency: I am not sure about this yet, but if I do trading, I think it would be neat to add a currency feature to the game. No items will have set prices, that will be up to the community of players to decide based on demand. However, I am thinking currency would allow players to have something to trade with that is valued by all players, rather than looking for an item to trade someone for. Currency would be a persistent-feature between game plays. However, to regulate it there will need to be economic sinks and economic drains. This means that there has to be a way for the game to give currency and take it... Rather than it staying in the players. For this I think it would be best to give players so much currency each time they log on as well as every hour they are on. However, when a player is killed they will lose so much currency to the system and the killer will gain a portion of that players currency lost.... but not all of it. So say player1 kills player2. Player2 loses like 50 currency and player1 gets like 10. If I do this, I will add in a feature that prevents a player who dies many times from losing any more currency. So say player2 respawns and is killed in the next 5 mins, they will not lose any money, player1 will get like 2 currency based off this kill. This kill would be called noob hunting. IE respawned player has nothing to defend themselves with, so its not exactly a rewarding kill. Additionally, when a player joins they will not lose any currency from being killed in the first ten minutes. This will give them enough time to find a secluded place and set up base. Beds: With the idea of forts, beds will be a Respawn spot. To prevent people who are being raided from constantly spawning in their bed there will be a 5 min reset rate. If you spawn in your bed and then die before 5 minutes, then you will have to wait until the 5 mins are up to use the spawn again or you can you randomly spawn on the map. Random Spawn Killing: Random spawn killing will be where people camp at random spawn points waiting for players to spawn in. Any player who kills a player after they random spawn will lose money. No questions asked.. Random Spawnkilling will be frowned upon. Expected Questions: 1. "Will players be able to save their forts when they leave?" No, each time you play the game you will start fresh other than maybe the weapons crate feature.
ScripterJohn13
#183872889Thursday, February 18, 2016 6:16 AM GMT

News Update: I hate to not have any contact with you guys while I am producing this title, so I am going to post here when I make certain updates to the engine. The place is not available at the moment, will let you know here when it is up and playable at an alpha stage. Like I said that might be in a month. If enough people here would like me to twitch some of the work on this game or something let me know and if enough people want me to I will. Anyways, I implemented the ground item system. This system is the part of the game that will handle things like using items such as chests, furnaces, etc.... as well as the ability to pick up items on ground and light fires or whatever. The way this works is you would walk up to an item and press 'e' to open a options display. This will freeze your character until you select an option or cancel. I am going to slightly modify this so that if an item has only one option it will automatically be selected when you press e. The inventory toggle button has been swapped to the 'q' key. The gun engine and tool engine equip methods have been combined into one method as well as a uniform unequip method. This is purely scripting update, but makes the process of handling the code a lot nicer rather than swapping between two functions. More of the methods in my engine have been documented as well so that if I allow any scripters onto the project, the code will be easily understood. ***************************** CAN YOU BUILD FAIRLY WELL? WOULD YOU LIKE TO BUILD STRUCTURES FOR THE MAP? PM ME AND I WILL GET BACK TO YOU!
ScripterJohn13
#183889796Thursday, February 18, 2016 5:00 PM GMT

Chests Update: The Physical property and interaction of chests is not complete, but I have tested the gui and the interaction between chest models(the folders that represent contents of chests) and have come up with a really nice system. I honestly like the way it works better than that of the actual inventory, but because of the complexity of the actual inventory and its features, I will probably leave it how it is. The chest gui consists of two frames each with 18 item spots(the max number of spots in your inventory). There are two ways to interact with this display. The item spots that have actual items will be represented by an ImageLabel and a TextButton. If you click the TextButton the item is automatically sent to the first empty spot of the other inventory. Alternatively if no empty spaces exist, then the item won't be automatically sent to the other side. For this reason there is an alternate method. You can drag the itemspot to the other side on top of either an empty spot or another item. If it is drug to an empty spot it is just dropped into the inventory. If it is dragged onto another item, the inventory will swap the items. Because a lot of this game is managed client side to reduce lag on the server side, only one player can access a chest at a time. This may be changed in future updates once the server-side > client side connections are made and it can be easily debugged. Until then I want to make sure only one player is accessing a chest at a time. I am going to stop working on guns and continue making the game engine and sub-engines so that an alpha state of the game can be released as soon as possible. So once the game is first released, there will probably only be the one Glock in the game. However, after the release more guns will be added in with time, maybe one or two a week. Depends on my schedule.
ScripterJohn13
#183904834Thursday, February 18, 2016 10:23 PM GMT

I got the first chest model into the game.... currently no sound to it.... but anyways, it works and items are stored properly per chest... when a player is in the chest, the lid is open so that other players can tell if they are in it or not. E which is used to activate items is also a quick key to escape out of the chest. Additionally, I have made the ability to light fires... Currently there is no feature in place to determine how long they will last... I think I will make them last so long and then just burn up. The only thing is you would not want them to destroy any items that are being cooked on them... not that it is even a feature yet...
ScripterJohn13
#184135486Monday, February 22, 2016 8:46 AM GMT

So ended up redoing a lot of this project... again.... But now the system is working on a class system... Much more easy to manage as well as modular for new content. The engine is still not done as I am tweaking it as I go, but the idea of how it will work is complete and now I just have to fluff it. The inventory now has a crafting table in it... 3x3 grid where you drag items to. Once you have a valid recipe, an item will appear in the output box and if you click/drag it to inventory, the materials will be destroyed and you will have a new item. Hopefully, it will work out nicely once fully functional. It will probably be the last thing added or close to as it will require me to add materials.. However, the mechanics for it are already laid out and in the game.
ScripterJohn13
#184189424Tuesday, February 23, 2016 10:11 AM GMT

I got bored with the tools and everything on the class system and really felt like making the building engine.... Great news.... I have completed the building engine, as well as the wooden building materials... You can officially make a fort in this game similar to the way it is done in rust. I am sure it has a couple glitches in it, I have yet to find them... so as far as release for this feature goes it is ready... You have foundations, ceilings, stairs, walls, doorways, windows, and window bars. This group of items makes it possible to create a fairly unique base. Although the bases are blocky... I will probably add in some ramps and stuff that can be used in correlation with ceilings and walls to create some less blocky looking bases... Building a base is fairly simple. You goto inventory click the item you want to build, and then look at a specific part and the item will show a pre-build of the piece. Once you click it is placed into the game.... Foundations are the only items that can be placed ANYWHERE. A foundation is the basis of your building. Once a foundation has been placed, you can add onto it by selecting another foundation and looking at a position on the initially built foundation. The new foundation will automatically attach to the initial foundation at whatever edge you choose. Same with walls. If you select a wall and look at a foundation, ceiling, or stair the wall will automatically position itself to whatever side you are aiming at. Ceilings can be placed on stairs or foundations or ceilings, and stairs can be placed on ceilings or foundations. Stairs can not be double stacked. This means if you want to add another stair level, you have to add a foundation and ceiling and then place the stairs on the other foundation. There is no limit to how high you can build, but might add one in on future updates if I deem it necessary. Also, another note... foundations can be placed anywhere, but there are SOME restrictions. I am going to set certain areas build able and others not. Basically, if it is an open area you will be able to build there, but if not it won't let you. These will be areas such as the towns/other prebuilt locations.. This is because I do not want players to block off certain zones by building around them. Materials for building a base will probably be fairly time consuming to obtain. This will encourage partnerships and social interactions if you are looking to build a base fairly quickly. This should prevent players from spamming bases.... as well as a general cluttering of bases in a single server. Bases also can't be built right beside each other... they can be fairly close, but the engine will not allow another user to spam foundations onto your base.
ScripterJohn13
#184204793Tuesday, February 23, 2016 8:31 PM GMT

On the addition of the building engine, I have made the first interaction enabled building part.... Doors. Doors can now be placed on a Door Way building piece. Once placed, the door can be interacted with by clicking on it. When clicked on, you will be given 3/2 options depending on the state of the door. If the door is open it will prompt you with "Close" and "Cancel". If it is closed, you have the options, "Open", "Open & Close", "Cancel"... Once an option is picked, the door will begin to close/open. The door takes time to open/close so be quick if you are running from someone. Currently doors have no sounds, but I might add them in the future. Also while the door is closing/opening, you will not be able to interact with it until the previous interaction is finished... i.e. the door is closed/opened. This is so that I don't have to worry about people spamming interactions on objects. If anyone has or knows of a good wooden door creaking sound please post the asset id of it here. Would be glad to include it in the game.
xshot23
#184205241Tuesday, February 23, 2016 8:40 PM GMT

Unoriginal idea out
BossLaw
#184206440Tuesday, February 23, 2016 9:02 PM GMT

tl;dr http://www.youtube.com/BossLawRBLX
ScripterJohn13
#184207091Tuesday, February 23, 2016 9:13 PM GMT

Maybe not completely original, but most games aren't. Most games on roblox are based off other games with personal twist to them. And some of the best games out there are games that had been previously made on roblox, but the developer expanded on the idea and made it into something completely new and better. Similar to what I am doing here. I have always wanted to do a cross between survival, building, pvp, and free-roam. That is exactly what this game is about. If the information above was too long(it is about updates done so far), then here is a concise description of what is already done. Items Gathering & Animations Building Engine(based off of the game rust's building engine) Crafting Engine(similar to minecrafts's crafting... except no table is needed to make things) Portion of Map The game allows users to gather materials, build a base, craft items(guns, tools, c4, etc), and fight/raid others. I am not sure if I will include zombies or not, but I might. I plan to have an alpha release within a month or so(probably won't have the actual map the game will be using....) Users can request to be alpha testers once that comes around. Then once the game engine is completely done, adding on to the game will be easy as pie and that is when I will make the game into beta mode. I am not sure, but I really don't care for the hunger system of games.... I may just do a health system where you eat to heal minor points and use medkits for more robust health gains. I will upload a video to youtube within a week or two of what is going on so far so you guys can see what is actually going on, rather than thinking the overall idea is unoriginal.
BossLaw
#184207201Tuesday, February 23, 2016 9:15 PM GMT

hope to see it all work out http://www.youtube.com/BossLawRBLX
ScripterJohn13
#184209401Tuesday, February 23, 2016 9:53 PM GMT

Thanks, I'll post back. Once I get the alpha development going, would you like to be one of the alpha testers? I'll probably have some thing to denote those who were alpha testers. Maybe before game goes to beta either give them 3 day head start on beta or give them like an exclusive character set or a good amount of currency... Instead of skills I am thinking that items that you craft will be blue prints that you can purchase or something using currency. And then some of the blueprints could be objectives. Like kill 20 players. Once you learn from a blueprint then that information could be carried over between games or something
Powerhedgehog
#184212097Tuesday, February 23, 2016 10:44 PM GMT

Are there going to be npc enemies? Like wolves,zombies,aliens,robots,or whatever kind of monster?
ScripterJohn13
#184216983Wednesday, February 24, 2016 12:02 AM GMT

I'd like to think so, but definitely want to save that for last to keep from complicating things. I just had to redo the building objects because of gaps in the floors above the first floor. Now it all looks real smooth :D I am honestly proud in it... I want to allow buildings to have ceiling tiles without having to have another foundation, but then the game would be getting into the whole I am gonna build a sky bridge concept... Which I don't like. So my other solution is to add posts to the building engine so that atleast it doesn't look like its being held up by nothing. Posts will act like any other wall on the structure. I am thinking they will be able to be stacked going up and then a ceiling tile could be put onto which ever ones you choose. I'll figure it out later... But I do like the idea of mobs... especially with the new animation stuff for non-humanoid objects... That'd be fun to play with.
ScripterJohn13
#184226654Wednesday, February 24, 2016 2:18 AM GMT

Video of Building Engine in the works: ?v=VDWfwZ3dEeA That is how bases will be built.
anthony201021
#184226843Wednesday, February 24, 2016 2:21 AM GMT

Wow! This is probalby beyond my skills, but I really like the idea. I can't wait to play the game! (It can be like a new Apocalypse Rising with less hackers.)
MonsterFMonsterF3AR
#184227604Wednesday, February 24, 2016 2:32 AM GMT

Im An Ok Gun Maker Doing This Job For 10 Robux I Dont Think I Can Do Phantom Forces Type Guns But I Think I Can Get The Job Done (PM ME IF INTERESTED)
ScripterJohn13
#184239838Wednesday, February 24, 2016 7:07 AM GMT

I will let you know when I get closer to working on the gun engine. Right now I just did some needed work on the inventory engine.. Added stackable items. Items that normally can't be picked up for various reasons, when dropped are dropped as "sacks"... These sacks are also great for items such as building objects which are rather large and helps to reduce their imprint when dropped by a player. New "tool tip". Items that have interactions when hovered over display "Interact with [itemname]" and if they only have one interaction it will show the interaction itself.... i.e. "Close the door" or "Pick up [itemname]".... This was not a important feature, but it makes determining what can be interacted with a lot easier... You have to be fairly close to interact with stuff though and it will only pop up if you are within the interaction distance... which is like 9 studs... Geez, what else did I do lol.... nothing much more than that if I remember correctly... but either way, it was a lot of work on the engine to get all this to work perfectly... mainly stackable items... I kept thinking something was broke but I had just messed up one line of code and the value for the items was off. Got it fixed though. I am enjoying working on this project. Especially when more and more people are coming on and talking about it with me :D Thanks you guys!
ScripterJohn13
#184247508Wednesday, February 24, 2016 3:14 PM GMT

I am working on the upgrade system for bases, should I make the upgraded stairs into a ramp or just change it to a metal looking stair case?
ScripterJohn13
#184252749Wednesday, February 24, 2016 5:39 PM GMT

I went with the ramped design. I will post like to updated video below. The game now has the upgrade mechanics working, as well as the corresponding pieces for the lvl 2 bases. At the moment I only intend on have two levels on the bases... However, maybe as time goes on with the development of this game I will add lvl 3 bases made of some made up mineral... These would be really hard to break into bases... Also I would like some input from you guys.... Should I add half walls? These would most likely be walls you would put on top of your base to shoot from and crouch behind. Let me know! VIDEO ID FOR THIS UPDATE ------------------------------- ?v=HH8Xkw4Awbc
KingTwisted
#184253571Wednesday, February 24, 2016 6:00 PM GMT

Sent you a PM about building. Also, haven't watched any of the videos, but for the most part it all sounds pretty good.
ScripterJohn13
#184256750Wednesday, February 24, 2016 7:31 PM GMT

I replied back to you.. I have added ramps... although they are not in their final state... yet... Here is what I need some more input on as well as the last video I had linked you guys above... http://www.roblox.com/Survival-Base-Engine-New-Foundation-Concept-Ramp-item?id=368526174 This is the new foundation concept as well as a peak at the ramps. Right now ramps are a wedge part. If you guys like the foundations, I will make the ramp have some supports similar to the foundation's support beams. Keep everything nice and consistent. Also some extra input on the foundations.... 1. Should the foundations be lower to the ground? 2. Does this type of foundation make the bases look better or worse? For comparison you will have to watch the second video I linked above. I should have included a wooden and metal base example but they are pretty much the same minus color and texture.
ScripterJohn13
#184290132Thursday, February 25, 2016 5:42 AM GMT

Not much of an update on this report other than performance related... I managed to go back and a lot of my code was repetitive throughout the engine and adding unnecessary amounts of lines. So I decided to pick at the most used code and convert it to a method. From there I started picking at the building engine. The building engine is now at least 100 lines shorter. Much more efficient, and much better for me to look at :D Still need some feedback from you guys!
ScripterJohn13
#184293353Thursday, February 25, 2016 8:02 AM GMT

Alright guys I hate to say this... but.... I am scrapping all the current work. I am going to make this game using the FilteringEnabled property. This will put a set back on the development state of the game, but all the current features will be implemented. Probably even better. This will allow me to get a better grasp on the scope of this project and how things will work as well as make the game secure against hackers. I thank you for your support.
PortgasDRyuu
#184293969Thursday, February 25, 2016 8:59 AM GMT

Hey scripter I'm a big fan of your "Create a creature" game for a long time any plans on remaking it? "what ever your doing in life you need a duck" - 2Rgames

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