Unclear
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| Joined: 27 Aug 2011 |
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| 03 Apr 2015 12:58 AM |
*lots of words below but they are good words*
When I released Prop Chase I got a lot more Robux than I had hoped for (I mean, I only imagined I would make around 50k and I got 800k instead). However, I got a lot more than that. I got a lot of disappointed people.
I kept hearing, "you could do better than that", from people I knew. I disregarded that until I attended RDCWest this year. There, I had a whole paradigm shift that changed how I thought of game development on ROBLOX. When I was finally admitted to a handful of colleges, the expenses of higher education became very real all of the sudden. To say the truth, money matters. A lot.
So, I will be making a new game to both do better than Prop Chase and help pay off a little bit of the next four years of my life. I want this game to be a community-driven game that _I too want to play_.
Eden will take aspects from games that I enjoyed playing and mix them into a singular entity. The three games I will be looking to for inspiration are... Apoc Rising - Player-Player interactions, looting, parties Cube World - Large-voxel visuals, open world, mob variety, survival Destiny - Minimalistic and flat UI elements and design
Eden will be an entirely melee survival game. I made this choice because: - I know that if I chose guns, I would immediately turn to FPS and extreme detail and never finish the project - Good melee animations are not that computationally expensive to render, so the game should be able to look good on most computers - I personally would LOVE to see some neat melee being done on ROBLOX, so this is my chance to take a shot at it
Eden will be a single 10k x 10k stud squared map. All of the terrain is already built, technically. I spent a few days writing code in C to generate a 10k x 10k data table for procedurally generated terrain utilizing Perlin noise and disturbances. All of the code for rendering that data and turning it into ROBLOX Parts is already written as well. The chunk streaming system is near finished, and essentially what it does is selectively render based upon what chunk you are currently in. Since all of the terrain is just data, none of it exists and will not hog up your computer's memory with physics data you can't experience.
Eden will have weapon classes that differentiate stats. Equipping a weapon will turn your class into that weapon's class, and so your stats will accordingly change as well. This is to add a bit of strategy to the melee field and discourage ties during combat.
Eden will have mobs with basic combat intelligence. Yeah, none of that typical zombie-tailing-you stuff that is all over ROBLOX. The logic (as it is currently written, at least) is a lot more like that of a typical RPG with detection ranges, move pools, and cooldowns.
Lastly, Eden will be beautiful. Well... you guys are probably expecting that from one of my projects, so yeah. No need for explanation.
Feel free to post questions below. I'm spending (and have already spent) a ton of nights working and thinking about this project, but if you happen to stumble on a question that I haven't pondered myself then you might just save me from making a huge mistake.
Here's a picture of one of the characters I've built and a basic sword: GYRAW2A img
Questions I don't really know the answer to (if you have a solution, feel free to post it): - How should looting be done? Should players be able to take all of another player's items or only a certain percentage? Should a player lose all of their items upon death or only the items looted or perhaps even randomly lose items? - How should parties work? If a party leader dies, does the party still exist? Should hierarchy exist in a party? - What types of structures should there be in the map?
- albert |
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Vichron
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| Joined: 02 Aug 2014 |
| Total Posts: 10069 |
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Unclear
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| Joined: 27 Aug 2011 |
| Total Posts: 17060 |
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Monetori
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| Joined: 29 Dec 2011 |
| Total Posts: 11165 |
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| 03 Apr 2015 01:06 AM |
- How should looting be done? Should players be able to take all of another player's items or only a certain percentage? Upon death, 50% of their items will be lost. - How should parties work? If a party leader dies, does the party still exist? Should hierarchy exist in a party? If a party leader dies, the party should disband unless the leader comes back and "gathers" the original party, or a new one if he wants to create one. - What types of structures should there be in the map? Castles, lakes(?), towers, etc. (If you want to make it medieval). |
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Unclear
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| Joined: 27 Aug 2011 |
| Total Posts: 17060 |
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| 03 Apr 2015 01:07 AM |
@Mone
Could I have more clarification on that looting suggestion? 50% lost as in if I inspect the body, 50% will be gone? Or, they can loot 50%? Or, when they respawn they will only have 50% of their remaining inventory? |
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| 03 Apr 2015 01:11 AM |
| If u make money off it who cares if it's good or not |
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Unclear
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| Joined: 27 Aug 2011 |
| Total Posts: 17060 |
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| 03 Apr 2015 01:13 AM |
| I want a more permanent source, 800k Robux is great, but it was two weeks worth only. |
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| 03 Apr 2015 01:14 AM |
Hot. http://www.roblox.com/Forum/ShowPost.aspx?PostID=159209160 |
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| 03 Apr 2015 01:28 AM |
For looting, make it a runescape style system.
Top 3 most valuable items stay with you, and if you have a certain skill, it can be top 4. |
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trituse
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| Joined: 03 Aug 2011 |
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| 03 Apr 2015 01:41 AM |
u gotta pay to make animations?
[PINK SQUID] |
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| 03 Apr 2015 01:43 AM |
| Make it actually happen and not crash the project. |
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WarVex
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| Joined: 12 Mar 2015 |
| Total Posts: 318 |
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| 03 Apr 2015 01:47 AM |
| hot, but could you add a legendary spear called the Inevera? |
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Monetori
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| Joined: 29 Dec 2011 |
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| 03 Apr 2015 11:17 AM |
| When they respawn, they will only have 50% of their remaining victory - not including weapons that have been looted/stolen. |
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Soulvar
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| Joined: 28 Oct 2012 |
| Total Posts: 2103 |
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| 03 Apr 2015 11:23 AM |
| Will you be livestreaming? |
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