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Re: Open World RBX Game

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GOD2U is not online. GOD2U
Joined: 02 Aug 2008
Total Posts: 787
05 Oct 2012 06:16 PM
Just wondering, what would be the implications of running an open world RBX game with a relatively large world, with zombies spawning X minutes after death, and lootable items that respawn as well?

The game would have a max of 6 players per server, and would save both your position & items.

I'm thinking of creating something like this, but what would do you think would be the average experience (lagwise) for the user?
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Techboy6601 is not online. Techboy6601
Joined: 29 Jun 2009
Total Posts: 4914
05 Oct 2012 06:25 PM
Depends on how many NPCs you have.

-= I'm not paranoid. Why? Who's asking!? =-
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GOD2U is not online. GOD2U
Joined: 02 Aug 2008
Total Posts: 787
05 Oct 2012 09:15 PM
Zombies? I assume I'd 50-100 at any given time.
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Legend26 is not online. Legend26
Joined: 08 Sep 2008
Total Posts: 10586
05 Oct 2012 09:18 PM
You could always go to the apoclypse rising place to see how well 60-70 zombies perform. Uses the free model zombie code.
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Droban is not online. Droban
Joined: 12 Aug 2012
Total Posts: 157
05 Oct 2012 09:23 PM
Depends on how well you make it...

Big world can work a bit like MC or Anaminus's Terrain place, using a chunk manager or something to only show parts of the world in need of showing. In addition to that, you could do some cool local stuff on both the client and server. Make the clients only show the bricks they need, and the server place the bricks for every player in its camera, which'll reduce client-side lag while keeping physics working. The unanchored parts would be like any other part, with the server simulating the physics with parts in the camera + parts in workspace, and the clients simulating it with their local parts when they get near. If done right, this should create a near lagless experience fopr the users, but may in some way slow down the server. Also, with the zombies, you could do some stuffz with those. Instead of making them always exist, represent them with values in a table, and have them shown as zombies only when in range of a player. Their pathfinding and attacking will all be done by a single script server-side.

Would be perfect, but hard to make. Best way to do it, I think.
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BenBonez is not online. BenBonez
Joined: 29 Aug 2008
Total Posts: 19362
06 Oct 2012 02:19 AM
There are several other people working on dayz clones already that have much more experience than you

so...
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GOD2U is not online. GOD2U
Joined: 02 Aug 2008
Total Posts: 787
06 Oct 2012 09:14 AM
@Ben

Typical C&Ger, quick to assume without any facts, quick to mock other people while not being able to do anything himself or herself(in your case).
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
06 Oct 2012 09:21 AM
Zombies are surprisingly laggy.

Each has 6 parts if done properly + decals

so for 100 zombs thats 600 moving parts. Its not that much if you have a few 100 part cars or something, but now you have only 6 parts/ body, that is 100 bodies each moving separately, and 4 of the 6 parts in the bodies are animated!


So you need to do something about that.

Suggestions:
-When zombie is close, have it normal with full anim etc.
-When its a bit farther, have not so smooth animation, possibly remove decals
-When its even father, combine the legs and the torso and head into a single part and make the arms another part (with decals so the block is transparent in the middle)?
-When its way too far just make it a single block that updates like every 4 seconds or something.

That is the distance from the player... Do the same with the chasing script so if its close it updates the direction every 0.2 or so seconds, if its like 20 studs away you could use 1 sec etc. (and they wont chase you if you go farther anyways)

Also possibly anchor them if theyre not moving when theyre far.

You dont need a humanoid but it might be useful to show the name and help with proper animation (to get the events like falling), but when its far and it has no moving parts you can use bodyvelocity or something.
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BenBonez is not online. BenBonez
Joined: 29 Aug 2008
Total Posts: 19362
06 Oct 2012 11:23 AM
pffffftcch pathetic l0l
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MrNicNac is not online. MrNicNac
Joined: 29 Aug 2008
Total Posts: 26567
06 Oct 2012 11:26 AM
"Zombies are surprisingly laggy."

It's actually the movement (animation) of their parts that make the most impact. I made an animated horse (http://www.roblox.com/Item.aspx?id=90820819) which uses a VehicleSeat and most parts sway idly. Custom animations and all. If you have six of them in a small radius, the game begins to slow (not choppy-lag, but slow down).
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GOD2U is not online. GOD2U
Joined: 02 Aug 2008
Total Posts: 787
06 Oct 2012 03:39 PM
Hmm... good ideas.

I'm going to start working on the scripts and base game functionality.

Thanks for your suggestions.
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triston220 is not online. triston220
Joined: 08 Mar 2010
Total Posts: 1861
06 Oct 2012 03:41 PM
Ben, all you seem to do is mock and belittle other members. Have you ever though of, you know, talking about scripting?
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kools is not online. kools
Joined: 11 Jan 2009
Total Posts: 1659
06 Oct 2012 04:07 PM
Remove one leg on every zombie, ta-da 100 less legs to worry about.

Did anyone suggest this already?

Make some "Master Script" that functions for all the zombies, harder to make, more quality game time, less time waiting for the screen to show something different.
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BenBonez is not online. BenBonez
Joined: 29 Aug 2008
Total Posts: 19362
06 Oct 2012 05:42 PM
@triston220

see the thing is, the stupid ones always fall for it

the smart ones ignore it

you know your place
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chickenman158 is not online. chickenman158
Joined: 18 Jan 2011
Total Posts: 915
06 Oct 2012 07:34 PM
You should be careful how far you go with an open world game.
Don't forget this is a kids site. :P
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HatHelper is not online. HatHelper
Top 25 Poster
Joined: 02 Mar 2009
Total Posts: 46305
06 Oct 2012 08:49 PM
trying my own one atm
Chernarus:
http://www.roblox.com/DMap2-place?id=90132484
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MrNicNac is not online. MrNicNac
Joined: 29 Aug 2008
Total Posts: 26567
06 Oct 2012 09:21 PM
I can't even have a flat circular island using one part that has correct physics. We've got a while for this...
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GOD2U is not online. GOD2U
Joined: 02 Aug 2008
Total Posts: 787
06 Oct 2012 09:42 PM
@Hat

That's really interesting. Load time is a while, but I don't have any lag.
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triston220 is not online. triston220
Joined: 08 Mar 2010
Total Posts: 1861
07 Oct 2012 12:35 PM
"@triston220

see the thing is, the stupid ones always fall for it

the smart ones ignore it

you know your place"

I certainly do. It's miles above you.
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BenBonez is not online. BenBonez
Joined: 29 Aug 2008
Total Posts: 19362
07 Oct 2012 12:44 PM
@triston220

no scale no win
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triston220 is not online. triston220
Joined: 08 Mar 2010
Total Posts: 1861
07 Oct 2012 12:50 PM
@Ben, you're insecure about yourself you you bully other people. Amirite?

(Obviously you're gonna say no to this question, but I don't really need your confirmation anyway.
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triston220 is not online. triston220
Joined: 08 Mar 2010
Total Posts: 1861
07 Oct 2012 12:51 PM
)
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BenBonez is not online. BenBonez
Joined: 29 Aug 2008
Total Posts: 19362
07 Oct 2012 01:28 PM
@triston220

why ask then? =)

and no you are wrong, as usual
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triston220 is not online. triston220
Joined: 08 Mar 2010
Total Posts: 1861
07 Oct 2012 01:40 PM
"as usual".

There we go, the I feel inferior some I'm going to belittle someone approach again. Either that or you're plain nasty.
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
07 Oct 2012 01:42 PM
Butthurt.
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