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Re: Long title is long

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trappingnoobs is not online. trappingnoobs
Joined: 05 Oct 2008
Total Posts: 19100
08 Dec 2012 04:48 PM
Debate/title.

I'm usually the one to rant about how mostly anything is possible, but I was considering coming back to Roblox to make an RPG since it's relaxing to develop with compared to C++ and other much lower-level languages.

Bearing in mind that the last time I made a Roblox game that tested the engine was at least years ago, I'd like to hear some of opinions of the scripts who've been active more than me recently to get a good idea of whether Roblox has done enough optimisation recently (I noticed the featherweight changes) to make a fully featured RPG possible while staying lag-free.

The sort of features I'm considering are semi-sophisticated AI (Nav-mesh, A* or raycast/block avoidance), boss monsters, quests and dynamic areas (As in when you enter a specific coordinateset you get certain properties activated).

I'm estimating the total end result of such a project to have approximately 5,000 lines of non-whitespace, non-comment code, and 100,000 bricks at minimum.
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trappingnoobs is not online. trappingnoobs
Joined: 05 Oct 2008
Total Posts: 19100
08 Dec 2012 04:51 PM
Also, what are your opinions of the productivity of Studio 2.0 vs Studio 1.0? Do you have any legitimate reasons why 2.0 is more productive than 1.0 overall in some aspects, is the code editor any better yet, etc?
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
08 Dec 2012 04:53 PM
That amount of code is OK as long as there is not too many loops. Considering AIs, there will probably be a lot of loops. Probably pushing the limits on Lua execution there.

100k bricks is WAY too much for Roblox to handle. Even just network-wise. But the graphics for that would eat your computer even on featherweight.
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
08 Dec 2012 04:54 PM
Only advantage I see with 2.0 is that there are some debugging features in the code editor. Otherwise, I don't really like. Much much more used to 1.0.
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trappingnoobs is not online. trappingnoobs
Joined: 05 Oct 2008
Total Posts: 19100
08 Dec 2012 04:55 PM
I'm not too concerned about the part count. I can optimise that thoroughly. I'm mostly concerned about the code elements of it.

AI actions will be predefined to limit the number of actions per loop, which should null out the main inefficiencies, and an AI scheduler should be fairly easy to make, so that AIs far away from people stop moving.
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trappingnoobs is not online. trappingnoobs
Joined: 05 Oct 2008
Total Posts: 19100
08 Dec 2012 04:57 PM
I just checked out the debugging, I don't think Studio 2.0 would be a viable choice to be honest, that whole instant error detection is seriously annoying, annoying red highlights while I am half-way though typing something valid., I think I'd be better off coding in an IDE or more sophisticated text editor.
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SN0X is not online. SN0X
Joined: 24 Oct 2011
Total Posts: 7277
08 Dec 2012 05:04 PM
Agreed with the fact that developing stuff for ROBLOX is so much easier

I hate making everything myself in a low-level language. 5x more code on the simplest of things.
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trappingnoobs is not online. trappingnoobs
Joined: 05 Oct 2008
Total Posts: 19100
08 Dec 2012 05:05 PM
I'm the opposite, I tend to subconsciously enjoy writing boilerplate, low-language code. It just gets exhausting, because then I need to actually do something to implement it, which I find boring.
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trappingnoobs is not online. trappingnoobs
Joined: 05 Oct 2008
Total Posts: 19100
08 Dec 2012 05:05 PM
low-level*

Half asleep today. :l
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thedestroyer115 is not online. thedestroyer115
Joined: 19 Dec 2010
Total Posts: 11546
08 Dec 2012 05:16 PM
The only loop needed would be for the AI follow script. Which you can make into a game engine, one script to handle all the AI.
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AbsoluteLOL is not online. AbsoluteLOL
Joined: 01 Dec 2012
Total Posts: 3939
08 Dec 2012 05:16 PM
Off-Topic:
If you're looking for a higher-level programming language for application and library development, then I would recommend C#. Unfortunately, it's not cross-platform (unless you're willing to try it with Mono *shiver*).
Other than that, C# is an excellent language. It's strictly-typed, so you'll have to get used to declaring the variable and/or parameter types a lot. Also, learn your Modifiers when creating class. You don't want developers using internal methods when they're not supposed to. (Simply using "protected sealed" or "private" will suffice)

~ I like pudding ◕‿◕ ~
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booing is not online. booing
Joined: 04 May 2009
Total Posts: 6594
08 Dec 2012 05:27 PM
>fully
no
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trappingnoobs is not online. trappingnoobs
Joined: 05 Oct 2008
Total Posts: 19100
08 Dec 2012 05:38 PM
" then I would recommend C#"

were you not active here 8 months ago?
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AbsoluteLOL is not online. AbsoluteLOL
Joined: 01 Dec 2012
Total Posts: 3939
08 Dec 2012 05:40 PM
I haven't been on ROBLOX in two years. I came back on December 4th.
In other words: nope.avi

~ I like pudding ◕‿◕ ~
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trappingnoobs is not online. trappingnoobs
Joined: 05 Oct 2008
Total Posts: 19100
08 Dec 2012 05:42 PM
I used to be probably the biggest C# fanboy here. I'm extremely fluent in the language and quite fluent in .NET, I just moved onto C++ for the speed, platform compatibility and enormous stable library support.
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AbsoluteLOL is not online. AbsoluteLOL
Joined: 01 Dec 2012
Total Posts: 3939
08 Dec 2012 05:44 PM
"I used to be probably the biggest C# fanboy here."
I OFFICIALLY LOVE YOU.
I absolutely LOVE C#! It is my favorite programming language. Ever.

~ I like pudding ◕‿◕ ~
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trappingnoobs is not online. trappingnoobs
Joined: 05 Oct 2008
Total Posts: 19100
08 Dec 2012 05:47 PM
It's a very nice language, and generally what I'd choose for software development, but for game development I go for C++ and Python or Lua embedded.

Back to the topic, though.

Say I wanted to have extremely fancy GUI animations, moving up to 1,000 frames per tick, on my PC I'm getting a steady 60 FPS (No different from when I disable the animations) and I have an entry-level graphics card (6670). Is this viable in a large-brick-count game with intensive scripts?

I hope so, I want to use fancy mini-map. :L
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AbsoluteLOL is not online. AbsoluteLOL
Joined: 01 Dec 2012
Total Posts: 3939
08 Dec 2012 05:50 PM
"Is this viable in a large-brick-count game with intensive scripts?"
I don't see why not. Except, any user with a low-end computer (me ¬_¬) will hate life.

~ I like pudding ◕‿◕ ~
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DrAgonmoray is not online. DrAgonmoray
Joined: 29 Jul 2008
Total Posts: 17428
08 Dec 2012 05:53 PM
i dont like C++ :c
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thek00lkid is not online. thek00lkid
Joined: 18 Jun 2011
Total Posts: 2778
08 Dec 2012 06:14 PM
What happened to Java?
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DrAgonmoray is not online. DrAgonmoray
Joined: 29 Jul 2008
Total Posts: 17428
08 Dec 2012 06:16 PM
i love Java :D
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trappingnoobs is not online. trappingnoobs
Joined: 05 Oct 2008
Total Posts: 19100
08 Dec 2012 06:21 PM
guys can we stop going off-topic please
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Sorcus is not online. Sorcus
Forum Moderator
Joined: 29 Nov 2010
Total Posts: 3775
08 Dec 2012 08:43 PM
To answer your question, my answer is, yes. It is possible. I don't see 100,000 bricks as a problem. Simon's demo showed 700,000 bricks. Granted we haven't done the round of physics optimizations yet, I am going to assume that most of them are not moving. Obviously. And we are also introducing Solo mode, soon. Q1 2013. So, if you just want to do a single player RPG that is possible as well.

Some unsatisfactory things may include, having good bosses is hard. Working with humanoids might be way too time consuming that one might think. Debugging. We are working on addressing most of this except scaling humanoids and the like of course.

ROBLOX is the fastest game dev platform I have worked with to prototype stuff. Polishing what you made, is a different problem altogether.

~Sorcus
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lombardo2 is not online. lombardo2
Joined: 30 Nov 2008
Total Posts: 1604
08 Dec 2012 08:51 PM
How are you going to define a navmesh in roblox? I can only think in defining the vertices of the polygon with invisible bricks...

Oftopic:

C# was fine for developing games, until Microsoft dropped XNA. Now if you want it, you have to use Mono :/
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NINJAKID09 is not online. NINJAKID09
Joined: 27 Aug 2009
Total Posts: 14392
08 Dec 2012 08:59 PM
I'm giving it a go. My previous RPG (Legacy 2) failed (IMO) due to the lack of thought into it, and the way I horribly coded it. (I wasn't as good at scripting back in Early '11.)

I'm currently working on a new one that's focusing on aspects that I never would have thought of doing before due to me being able to now approach the whole thing at a different perspective using class like scripts that handle different aspects of the game's engine, and focusing on making an immerse game in which will have things like storyline, lots of areas (thanks to Feathering) and just in general improvements in the overall feeling of the game.

I think the only issue with me would be time-frame and motivation.
Time frame being, if I get into the Tech I applied for; I will only be free until February next year, the motivation being if I can be bothered working on it.

If you do approach making an epic scale proper RPG, I'd like to say good luck with it. It's quite a task to make one. I myself don't mind though, I do it for the fun of making it.
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