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Re: Random questions about game development.
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ked2000
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| Joined: 10 Jul 2011 |
| Total Posts: 1059 |
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| 26 Jun 2016 08:55 AM |
1. Do you focus on getting results quickly over organization?
2. Do you have a central framework? If so, how long do you typically work on it before moving onto actual game code?
3. ReplicatedStorage vs ServerStorage, when to use which? What do you typically use?
4. A modular framework or a single-script framework?
5. What's your general list of todos for a game(in order of initial priority when opening a empty baseplate)?
6. Must-have plugins?
7. Play inside window or test server?
8. Are multiple RemoteEvents and RemoteFunctions necessary? Why do games use so many?
9. Do you actually have to upload audio to use it in your game? Or is there some underground tool I haven't heard of yet?
10. Wrap game objects? If so, what's your method of doing it?
11. What do you typically do with HttpService?
12. How does your client-server model work?
13. How do you texture mesh parts?
14. Do you plan out your game or just go with the flow?
15. Is developing better with a team or alone?
Feel free to add on to this as I'll probably do the same later. I greatly appreciate any answers.
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obscurr
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| Joined: 21 May 2016 |
| Total Posts: 655 |
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| 26 Jun 2016 09:10 AM |
qCmdUtl is a must have plug-in in my opinion and maybe gap fill
if vitya can get don8d to so can i !! |
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| 26 Jun 2016 09:12 AM |
1. Focus on quality, if it takes longer, that's not a bad thing. 2. Just make a plan. It's important to know how the game will work entirely, because for some code it's very annoying to change stuff afterwards. 3. ServerStorage is only accessible through server while ReplicatedStorage is accessible through clients. I recommend using ServerStorage as much as you can because clients do not download what's in the ServerStorage before you insert it into workspace or another service. 4. The less scripts, the better, but ModuleScripts can be useful as well... You got to think about this for yourself and set up the cons vs pros. 5. Scripts come before building and you preferably do first serverscripts and then client scripts. I do this because of performance. If you first build a whole map and later on you see it lags when the scripts get added, that's not a good thing. Server is generally more important than client because something wrong on the server affects everyone while it can be only affecting one person on the client. 6. I do not use any plugins except for roblox animation plugin. 7. Test server, because that's the way to test your server-client communication. And in case of crash, it's no bad, because no information will be lost. 8. I make usually one RemoteFunction and Event client wise and one RemoteFunction and Event serverwise. But I make it so I can access multiple functions with just those four instances.(if you wish more information on this, ask away) 9. I just browse the catalog for sounds, they're not always that good, but when you have no money you got to it with what you have. 10. It's just a case of keeping order in your game, I don't wrap things up all that much, only if scripts require it. 11. I haven't learned how to use HTTP yet. 12. see 8 13. I most often don't use meshes, a lot of them lags up the game. 14. I plan out a little bit for the basic parts, but when you go more in detail, going with the flow is just better, because if you enjoy doing something you'll do it better. 15. I tried doing it with a team, but I'm just better alone. |
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BanTech
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| Joined: 31 Dec 2015 |
| Total Posts: 886 |
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| 26 Jun 2016 09:24 AM |
1. Organisation comes first. Scalability is key and it requires good organisation.
2. Yes, I call it GameMaker, and I probably spend around a week or so on the raw framework and then I am constantly adding to it as I develop the rest.
3. I keep all UserData in ServerStorage to keep it private. Lets me create interactive objects in the game that can utilise this data, but users cannot access it. ReplicatedStorage is good for Modules that need to be used by both server and local scripts, and for data that is public but still needs to be controlled by the server.
4. Modular if necessary. I often write a bunch of core functions, custom structures like the heap structure and other binary tree structures. These need to be available cross-script so a module is perfect.
5. Probably framework, gui placeholders, object placeholders, data structures, modules, implement gui, script the objects, design animations. Everything after that is generally game-specific.
6. DataStore editor, defaultio's curve cutter, animation editor, decomposition geometry, bezier path, motor creator, qcmdutil.
7. ALWAYS test server.
8. I use around 4. Generally they are housed in my GameMaker, and that's where all the server-client action happens. If I make a custom chat, that will usually be a separate RemoteFunction, but everything else uses a general one, and I just pass an argument to tell it what I want to do.
9. Yes.
10. I generally have two folders in my workspace - GameObjects, GameScenery. Scenery is static stuff, Objects are interactable, intelligent objects that the user can interact with. Just makes it easier to bunch them like that.
11. Bug reports, custom chat reports, promotional campaigns and a few other bits.
12. Weird question, I assume everyone's works the same? Client contacts server for sensitive or cross-player information. Server checks the request, authenticates it, sends back the results if necessary. I do also add a bit of throttling to my model for expensive actions that shouldn't be abused. Settings are kept client-side, game data is kept server-side.
13. I mess about with it until it works :P I don't have much experience on texturing, I usually outsource that stuff.
14. I always plan it out, and I always veer off from the plan and go with the flow. As long as the core idea and the core values are in place, it doesn't matter. I focus very much on what I want the user to get out of it, and as long as I achieve that then it's all good.
15. A team is best for me, but only if we have different skills and clear boundaries. Don't step on my toes and I won't step on yours. |
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| 26 Jun 2016 09:37 AM |
I have to post in sections, because ROBLOX keeps blocking it, and I don't know what part is being blocked.
1) I usually like organization, but I'm fast, so both.
2) Yes, it depends on what you mean by central framework, but if you mean the script that controls rounds, respawning and all that fun stuff, then that is usually only a couple hours, depending on what it is. For a mini-game place, that's the majority, for a first person shooter, that's only a small portion.
3) You should use ReplicatedStorage when you want to store items for use by the client, such as weapon models and things that only 1 player will see. You can use ServerStorage for things everyone will see, such as character items like armor, or large things like cars and buildings that are spawned by the server.
4) If you mean a local framework, then modular, for more organization. I use 1 script to control the character and camera, 1 script to control sounds, 1 to control the equipping of weapons, and 1 for each weapon.
5) Main character controls usually go first, and then you can work anywhere from there, like scripting weapons, load menu's, ect.
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| 26 Jun 2016 09:40 AM |
1. Do you focus on getting results quickly over organization?
results for motivation if your hard work doesn't materialise, you will give up quickly
2. Do you have a central framework? If so, how long do you typically work on it before moving onto actual game code?
no
3. ReplicatedStorage vs ServerStorage, when to use which? What do you typically use?
depends on the need serverstorage if the client cant see it directly replicatedstorage if it can
4. A modular framework or a single-script framework?
depends on the game again, but i prefer single script
5. What's your general list of todos for a game(in order of initial priority when opening a empty baseplate)?
script something easy and quick that gives a visual result then do other stuff like this then once you run out of stuff that can be done quickly and produce results, move onto the harder stuff
6. Must-have plugins?
studio build suite and some animation plugin (ROBLOX's or a custom one)
7. Play inside window or test server?
test server esp. with filtering
8. Are multiple RemoteEvents and RemoteFunctions necessary? Why do games use so many?
i use a different one for pretty much everything i think it gives the client less power the more powerful and versatile a remotevent is, the more things that an exploiter can do
9. Do you actually have to upload audio to use it in your game? Or is there some underground tool I haven't heard of yet?
u have to upload audio
10. Wrap game objects? If so, what's your method of doing it?
whatever makes sense lol, as i said results>organization imo
11. What do you typically do with HttpService?
nothing
12. How does your client-server model work?
same as everyone else
13. How do you texture mesh parts?
dont use meshes
14. Do you plan out your game or just go with the flow?
make a mental plan/vision for what you want and what you don't, but go with the flow when developing
15. Is developing better with a team or alone?
depends for everyone a good development team requires a really good and committed leader and a good open relationship between developers
i prefer developing alone just because i've never found a really good dev team tbh |
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| 26 Jun 2016 09:40 AM |
6) If your building lots, you should get a CFrame plugin, and maybe a Terrain plugin, for making the triangle terrain. Other then that, I have a Unioning plugin that makes everything easier.
7) When scripting, in the test server, then when you have got lots done, go into Play to see if it works online.
8) You should use them to prevent exploiting, it also makes lots of things easier. Games use lots because they have lots of things working at the same time, like when you fire a gun, it sends a signal, when you change poses (Crouch/Prone) it sends one, when you hit someone with a bullet, it sends one.
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| 26 Jun 2016 09:41 AM |
ROBLOX blocked my Plugin links :(
9) Yea, you have to upload audio.
10) If by wrap game objects, do you mean texturing unions? If so, I don't know :(
11) You can use HttpService to send signals to your website to get information, kind of like how you load save data from ROBLOX's servers.
12) I have 2 main server scripts, the first controls spawning, equipping players with weapons, spawning maps, controlling game-modes, and all that. The 2nd controls signals sent from players, such as when they fire a gun or when someone hits another player, and uses that information to make sounds from the gunshot or damage the player who got shot. I have a couple localscripts in PlayerScripts that control the player, the weapon systems, the camera, and sounds recieved from other players' gunshots. Then I have a server-side script in each Character that recieves signals from the localscripts to make the player crouch or prone, or something, because only that 1 player can see if he crouches when I use a localscript.
13) I haven't uploaded a mesh yet, so I don't know.
14) I usually get a small idea of what I want in my head, and then just start and go with the flow. I don't plan how I will script anything, only what I want in the game, like what type of weapons, and what things will look like.
15) I find it better alone, because I get to use my full vision of what I want, but I can script, build, do graphics design, and come up with a game concept all on my own, so you might want a team if you only specialize in Scripting.
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| 26 Jun 2016 09:45 AM |
1. Get results, then organize. There's no point in organizing if you have nothing worth organizing.
2. Yeah. I use one central script which loads in "modules", all of which are independent of each other.
3. This should be pretty obvious...
4. Modular, of course. It's easier to find things, and your whole game doesn't break if one module breaks.
5. Find the core of what I want to do. If I'm making a combat game, I will make the combat first.
6. Don't use plugins that much.
7. Play solo, just hit F6. Easiest.
8. Multiple events are better because firing different events with less arguments uses less networking than firing one event with more arguments.
9. Yeah. You can get some type of MIDI player, but unless you want to make a mario clone, that won't really help you much.
10. Normal instances don't really need to be wrapped. What I do is I create custom classes and have a reference to instances that the class uses, if any. Adding more abstract layers when you're already working with a scripting language that works on top of other languages isn't good for performance.
11. Nothing.
12. Client is responsible for input, their own movement, and all the visuals. Server is responsible for anything related to game/player data, and then replicates it to the player.
13. Don't use mesh parts.
14. Both. Planning is good, but when you playtest your game you usually find out lots of things you want to change. And then you change them, because gameplay > planning.
15. Unless you know how to do everything and are really good at doing everything, having a team is usually better. Also, if you don't want development to take super long, a team is better. Just in general, unless you make a small game, a team is a nice thing to have. |
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