generic image
Processing...
  • Games
  • Catalog
  • Develop
  • Robux
  • Search in Players
  • Search in Games
  • Search in Catalog
  • Search in Groups
  • Search in Library
  • Log In
  • Sign Up
  • Games
  • Catalog
  • Develop
  • Robux
   
ROBLOX Forum » Club Houses » ROBLOX Talk
Home Search
 

Re: A story

Previous Thread :: Next Thread 
RyanDolan123 is not online. RyanDolan123
Joined: 05 Mar 2009
Total Posts: 17919
22 Feb 2014 01:22 PM
I found this in my old notes, which went over development of KTC. I intended to finish it, but I never did. I'll release it anyway, as I had planned to when KTC hit 1,000,000.
Enjoy:



I don't even know where to begin.

I guess I can trace my origins back to YouTube. I found YouTube way back in 2007, just 2 years after YouTube (and also ROBLOX actually) started. YouTube was what I liked to do. YouTube inspired me to make videos, but this was many years ago and they were bad. I watched YouTube videos mostly. I remember my first programming language--Batch. It's a simple language, but I learned how to make it. I made batch files that did things and I enjoyed that too. I used YouTube videos to help me, I just pieced the bits of the language together to help me understand. I like that for a while. I was never really interested in games, though. I forget when I got interested in games. But, I really wanted to make my own game. At the time, I wanted to do it without programming (Little did I know later I would take the path of Rbx.Lua). In early 2009, I used Google and searched though hundreds of things and checked them out. Then, I came across ROBLOX. I made an account called "RyanDolan", but it was originally a menu chat account (Until I turned 13, then it became normal chat). So, I made an account called RyanDolan123. I don't know why I wanted to put 123, but I put 123 there. I lied about my age for a while (Then when I turned 13 I happily changed my birthdate to my real date). After coming to ROBLOX, I played games rather than creating, as originally planned. Except, I made a game called Build a Ship to Survive to be VIP. The title explains it all (Just like with Kill The Clones, you kill the clones). It was really simple and had free models too. It did rack up a little attention. After 1000 visits I was really excited, though nowadays I can rack that many visits up in under a day. After each thousand I got really happy, and that's what I did for a while, but then I got bored of it. Later I learned how to script in ROBLOX from looking at free models. In 2011, one night, I got the idea of a game where you battle bots using swords that would attack you. This concept is the same concept as it is today in Kill The Clones. A few days later, I experimented with the arena. I published the game, without advertising. The next day, I developed the model and AI for the original Clone. I also came up with a horribly basic game code. It was inefficient, it used no for loops. I also inserted a sword for it, but you could kill other players. After I was done, I published the game again. Soon, I started running ads for the game, the ads originated from the Build a Ship to Survive to be VIP, including the cookie cat one. I had used ROBLOX cards to get some robux to convert to tickets for this. I originally had no VIP, Admin, or source of income. I just used my OBC I had to get money to run ads, which I regret because the 30% pointless tax is in place now. People came to the first-ish version of the game. I received a lot of negative feedback (because it was a 2 day old demo of a game that would take 1.5 years to perfect and get out of beta), but many saw potential in it. I added new clones, added Kills and Pts, Gui to join fighters and watchers, and more soon. I started making Kill The Clones around the same time as I started playing Minecraft (Beta 1.3 at the time). After adding runaway clones (they're the same as clones at the time, I just gave them a negative walkspeed so they run away instead of follow) and zombies, I developed a creeper model for Kill The Clones (keep in mind I developed this before the crappy Minecraft ROBLOX games stormed the front page). I also needed to make the Game Script more efficient to add creepers because of issues with code not executing for no reason. I today call this Game Script 2.0. I globalized code that they all used into a global section of the code, which reduced the code by a lot of lines and made it easier to add rounds. I had to manually make a random number to determine which round to pick because I didn't use tables at the time (I do now). Also I often forgot to reenable the game script after disabling it during testing many times (:D) so I stopped disabling it a while later. I added survival, which made it harder to add new rounds (Soon I'd come up with a solution to that, I'll talk about 3.0 soon). At first I was going to add a boss that was a giant. That would have been pretty cool but I ran into issues with animation, movement, and other problems. One night, I had another idea--A (non giant) boss. I had a vision on how the boss would look and behave and I imagined other people teaming up to fight it. The next day, I created it, and I created an AI specific to it, which jumped up and down trying to attack others. He would also have fire and a nograv-like effect. Then I added it to the game code, but I did not include the boss in the survival round for obvious reasons (Everyone would die easily). When I published it to the game and others tried it out, it was amazing because it turned out EXACTLY as I originally pictured the boss. Running, jumping, killing others. The boss did not have its minions/helpers for a while. Then I think I added endermen, then clones of me and herobrines. Around this time I accidentally made a change to the sword script that made it not hurt players, just clones. I kept this behavior. After a while, there were getting to be many rounds and adding more is hard. So, I created the all new Game Script 3.0. It used tables and automatically recognized spawn scripts based on the round id. Also it had an interesting effect--Bosses could spawn on survival. I asked others if I should keep or patch this behavior or not. They said I should keep it, so I kept it. The new spawn script also finally had a timer based on for loops (!!!!!). The thing I don't like about it is that I kept the survival code away from the rest. So, I have to change code in both places. I added a shop, menu, and other GUI elements. I soon did add a VIP, Super VIP, and Admin (Super Admin and NBC VIP came soon). This was before game passes, so I had tshirts. These would be replaced by the game passes, and the shirts are unavailable, but still work for those who have one. During summer 2012, this was probably the golden age of Kill The Clones. People came flooding in. I realized how much of potential it has. I kept adding to it to keep people happy.





Incomplete, written by me, July 23, 2013.



If you're curious as to how KTC was made back in those days, here's that section:


In 2011, one night, I got the idea of a game where you battle bots using swords that would attack you. This concept is the same concept as it is today in Kill The Clones. A few days later, I experimented with the arena. I published the game, without advertising. The next day, I developed the model and AI for the original Clone. I also came up with a horribly basic game code. It was inefficient, it used no for loops. I also inserted a sword for it, but you could kill other players. After I was done, I published the game again. Soon, I started running ads for the game, the ads originated from the Build a Ship to Survive to be VIP, including the cookie cat one. I had used ROBLOX cards to get some robux to convert to tickets for this. I originally had no VIP, Admin, or source of income. I just used my OBC I had to get money to run ads, which I regret because the 30% pointless tax is in place now. People came to the first-ish version of the game. I received a lot of negative feedback (because it was a 2 day old demo of a game that would take 1.5 years to perfect and get out of beta), but many saw potential in it. I added new clones, added Kills and Pts, Gui to join fighters and watchers, and more soon. I started making Kill The Clones around the same time as I started playing Minecraft (Beta 1.3 at the time). After adding runaway clones (they're the same as clones at the time, I just gave them a negative walkspeed so they run away instead of follow) and zombies, I developed a creeper model for Kill The Clones (keep in mind I developed this before the crappy Minecraft ROBLOX games stormed the front page). I also needed to make the Game Script more efficient to add creepers because of issues with code not executing for no reason. I today call this Game Script 2.0. I globalized code that they all used into a global section of the code, which reduced the code by a lot of lines and made it easier to add rounds. I had to manually make a random number to determine which round to pick because I didn't use tables at the time (I do now). Also I often forgot to reenable the game script after disabling it during testing many times (:D) so I stopped disabling it a while later. I added survival, which made it harder to add new rounds (Soon I'd come up with a solution to that, I'll talk about 3.0 soon). At first I was going to add a boss that was a giant. That would have been pretty cool but I ran into issues with animation, movement, and other problems. One night, I had another idea--A (non giant) boss. I had a vision on how the boss would look and behave and I imagined other people teaming up to fight it. The next day, I created it, and I created an AI specific to it, which jumped up and down trying to attack others. He would also have fire and a nograv-like effect. Then I added it to the game code, but I did not include the boss in the survival round for obvious reasons (Everyone would die easily). When I published it to the game and others tried it out, it was amazing because it turned out EXACTLY as I originally pictured the boss. Running, jumping, killing others. The boss did not have its minions/helpers for a while. Then I think I added endermen, then clones of me and herobrines. Around this time I accidentally made a change to the sword script that made it not hurt players, just clones. I kept this behavior. After a while, there were getting to be many rounds and adding more is hard. So, I created the all new Game Script 3.0. It used tables and automatically recognized spawn scripts based on the round id. Also it had an interesting effect--Bosses could spawn on survival. I asked others if I should keep or patch this behavior or not. They said I should keep it, so I kept it. The new spawn script also finally had a timer based on for loops (!!!!!). The thing I don't like about it is that I kept the survival code away from the rest. So, I have to change code in both places. I added a shop, menu, and other GUI elements. I soon did add a VIP, Super VIP, and Admin (Super Admin and NBC VIP came soon). This was before game passes, so I had tshirts. These would be replaced by the game passes, and the shirts are unavailable, but still work for those who have one. During summer 2012, this was probably the golden age of Kill The Clones. People came flooding in. I realized how much of potential it has. I kept adding to it to keep people happy.




Because I've changed so much since writing that, I can't help myself but complete the story (and dividing it instead of making it a wall of text)



In mid to late 2013 I went out to try and refactor the game, and improve the experience people loved, and give them what they wanted. First, I set out to overhaul the UI in 5.5. I wanted a nicer, lighter design to put the gameplay back in center. Transparent, light UI elements help bring content to the center. It was designed to remove the typical borders and boundaries Guis typically use, and let content be true to itself. I envisioned the current menu system one night, and it lead me to redesign the whole UI. I was ultra secretive about it until the day I unveiled it. No screenshots of it were leaked. KTC5.5 really helped change what people think about guis here on Roblox.


KTC 5.6 had a lot of internal changes and optimization, along with bugfixes and a fancy new loading screen
KTC 5.7 FINALLY introduced Maps, which everyone had been hoping for for a long time.
KTC 5.8 had many new swords and other changes.

So, what's next?
You'll just have to wait to see.
Report Abuse
TheDekuScrub is not online. TheDekuScrub
Joined: 02 Apr 2012
Total Posts: 13737
22 Feb 2014 01:23 PM
i didnt read

You've met with a terrible fate, haven’t you?
Report Abuse
SirApplez is not online. SirApplez
Joined: 20 Jan 2014
Total Posts: 1883
22 Feb 2014 01:24 PM
tl;dr

CAUTION: This forum box has sharp edges!
Report Abuse
RyanDolan123 is not online. RyanDolan123
Joined: 05 Mar 2009
Total Posts: 17919
22 Feb 2014 01:28 PM
idc if you tl;dr'd

Report Abuse
ThisIsUltraPwning is not online. ThisIsUltraPwning
Joined: 12 Jan 2013
Total Posts: 1857
22 Feb 2014 01:30 PM
TL;DR


sorry ryan


make stories shorter next time
Report Abuse
jedi4334 is not online. jedi4334
Joined: 30 May 2010
Total Posts: 37
01 Mar 2014 10:12 AM
I remember this game, and you in 2011, when you had your good old OBC hat, I met an ackward persistent robloxian who had come this far now, wow.
Report Abuse
tomtomn00 is not online. tomtomn00
Joined: 14 Apr 2010
Total Posts: 27998
01 Mar 2014 10:12 AM
kill dem clones

o i dropped da dun dun dun
Report Abuse
Fusi0nScripter is not online. Fusi0nScripter
Joined: 26 Mar 2013
Total Posts: 171
03 Mar 2014 03:15 PM
deeks. deeks everywhere.
Report Abuse
TheEmblaze is not online. TheEmblaze
Joined: 28 Jul 2013
Total Posts: 4432
10 Mar 2014 11:04 AM
it was long
but i read it
all of it
Report Abuse
2boss4you is not online. 2boss4you
Joined: 08 Feb 2013
Total Posts: 14109
18 Mar 2014 06:58 PM
I read it all

Offer on CWHP~35k CF ~25k 15k R$
Looking CWS

Report Abuse
Shadow57349 is not online. Shadow57349
Joined: 27 May 2012
Total Posts: 5843
18 Mar 2014 07:01 PM
I stopped reading when you start typing about notes on KFC. :/
TL;DR sorry ryan I like your game a lot!




*Skull129 2007-2014 Good luck my best friend who quitted.*
Report Abuse
foreverpower is not online. foreverpower
Joined: 05 Feb 2011
Total Posts: 5578
18 Mar 2014 09:23 PM
I read it all. It is now the year 9000.
Report Abuse
RyanDolan123 is not online. RyanDolan123
Joined: 05 Mar 2009
Total Posts: 17919
19 Mar 2014 02:46 PM
@shadow my post mentions KFC nowhere
Report Abuse
CoolioTree is not online. CoolioTree
Joined: 26 Dec 2012
Total Posts: 2509
18 Apr 2014 02:26 PM
hi
Report Abuse
Fusi0nScripter is not online. Fusi0nScripter
Joined: 26 Mar 2013
Total Posts: 171
19 Apr 2014 04:15 PM
You guys have no appreciation. He decided to post his story of ROBLOX, hopefully to inspire other people to develop and prosper as he did.

The truly outgoing developers who will try and become famous will read this, and take something back.


Nice job on Kill the Clones ryan; and your 1 million visits!

~Fusi0nScripter(aka cmn65)

Report Abuse
CoolioTree is not online. CoolioTree
Joined: 26 Dec 2012
Total Posts: 2509
19 Apr 2014 10:59 PM
boo u suk
Report Abuse
Previous Thread :: Next Thread 
Page 1 of 1
 
 
ROBLOX Forum » Club Houses » ROBLOX Talk
   
 
   
  • About Us
  • Jobs
  • Blog
  • Parents
  • Help
  • Terms
  • Privacy

©2017 Roblox Corporation. Roblox, the Roblox logo, Robux, Bloxy, and Powering Imagination are among our registered and unregistered trademarks in the U.S. and other countries.



Progress
Starting Roblox...
Connecting to Players...
R R

Roblox is now loading. Get ready to play!

R R

You're moments away from getting into the game!

Click here for help

Check Remember my choice and click Launch Application in the dialog box above to join games faster in the future!

Gameplay sponsored by:
Loading 0% - Starting game...
Get more with Builders Club! Join Builders Club
Choose Your Avatar
I have an account
generic image