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Re: [Concept] Dodge the Objects

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8SunTzu8 is not online. 8SunTzu8
Joined: 30 Sep 2011
Total Posts: 8199
29 Dec 2012 07:23 PM
I already have a demo of the game available, I believe it's running currently.

You can find that here: [ http://www.roblox.com/Personal-Dodge-the-Objects-place?id=69583761 ]

It's not much to look at yet, but just about everything I've done is related to the game play, from random sizes to random colors, and I will explain it all briefly.

I don't like the basic idea of dodging objects that kill you instantly. It's too simple, and there's not much for someone to do but reach the end. So, I decided to add some PvP elements and random effects.

--Depending on the color, the object touching you will affect you differently.

--A majority of the parts will damage you, and even though I randomized the colors, I can easily adjust the percentage of parts that will come out as a color or with a given effect.

--I believe that, (I have not worked on this for a while), the red, yellow, and orange like parts will damage you, the blue, green, and purple parts will not affect you, and the white to black scale parts will affect you with a random effect of 6. A part with black for example, can affect you in any one of 6 ways, not a system like this: black = dead, white = shield, grey = heal. Each one can do any of the 6 things...

--Well, you survived that... Each part will come out with a random mesh, which is scales for better collision detection, and with a random size. All meshes, sizes, and effects can be paired in any number of ways.

--The speed and direction of each object is randomized, and I can create multiple spawns with varying spawn rates, and these spawn rates can be dynamically changed during play.

--Trap items can be bought when you earn points, perhaps from doing a number of things, not just reaching the end. These can be mines or glue blotches, bananas, etc... This way, you don't need to focus on fighting while you're dodging objects.

--Some weapons, but these will be limited, and will probably have more fun based effects, rather than just killing. (Like a gun that forces the other player to jump, or one that slows them down or speeds them up).

--There will be multiple parts of the game, such as 3 sectors for example, with varying difficulty levels. You can reach the end of the first stage, and move on to the next, or replay the first. (Harder levels give more points, and you can switch back and forth whenever).

--Total points gained would be displayed to all players, and current points. This way, after spending points, people can see how well you're doing. (I also want data persistence, so I can have total points gained overall, and total during that server, and current points shown).

--Creative maps, but not too focused on detail. Mostly with shapes more interesting than wall here, flat there, and a hill over on that side. I want to have a weird map, perhaps with changing maps, and even a cliff that has objects hurtling over it.

--Pseudo health. What this means is, you don't die and get a WO, ever. (Unless you glitch through the game barriers, skip the teleports on the bottom of the map, and fall off and die). You will have fake health, and when it reaches zero, you'll be teleported to your spawn and your health will be restored. This also prevents odd spawning glitches and perhaps spawn tripping... (I just need to randomize where you spawn, so 5 people dying at once will be distributed to 3 spots instead of 1).

Another idea that is probably more complex than it needs to be. I like thinking of ways to redefine a genre. Any suggestions and comments are welcomed, and please ask any questions if you have any.

Try the game out, I think it's operational currently. If you know how to improve the part physics, let me know, and if you know a way to add a proper debounce to all touched effects, then please help... I have tried about 5 methods. Any thoughts might help spark some useful inspiration.

Currently, all parts have a function delayed to delete them after a number of seconds. (So parts don't get built up, and I use "Destroy()" to be most efficient).

"If you want to become a Developer or Innovator for CSA, contact me."
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popularfire is not online. popularfire
Joined: 05 Feb 2011
Total Posts: 5013
29 Dec 2012 07:25 PM
Are you like exploiting "Dodge The Teapots" By: Clockwork?
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8SunTzu8 is not online. 8SunTzu8
Joined: 30 Sep 2011
Total Posts: 8199
29 Dec 2012 07:29 PM
To be truthful, a bunch of people on the C&G forum had a party there, and I joined in near the start. We had a lot of fun, and I had inspiration to build my own. (I had seen a couple of these games before going to clockwork's. I also felt like clockwork's wasn't very good, and the genre could be expanded on greatly.

I don't know of a name for it yet, but for now, people understand what it is by "Dodge the Objects". I do use teapots, but I think I have ducks too. Oh, and hand grenades. Can't miss those.

"If you want to become a Developer or Innovator for CSA, contact me."
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ninjasheep is not online. ninjasheep
Joined: 26 Apr 2008
Total Posts: 11934
29 Dec 2012 10:02 PM
You have peaked my interest, good sir. I shall take a gander at aforementioned place. May-hap a jolly good laugh, too.
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ninjasheep is not online. ninjasheep
Joined: 26 Apr 2008
Total Posts: 11934
29 Dec 2012 10:06 PM
Bravo sir! Good show!! I knew the moment I got thrown off the map by a giant purple cheese wedge that this game would be a riot.

My blessings to a quick and successful launch.
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blobbyblob is not online. blobbyblob
Joined: 29 Oct 2008
Total Posts: 12165
29 Dec 2012 10:09 PM
@ninjasheep *piqued

Anyway, I love dodge the teapots. I don't think it's "too easy" because it's a one hit kill. It just means that there's more traversing to do.
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ninjasheep is not online. ninjasheep
Joined: 26 Apr 2008
Total Posts: 11934
29 Dec 2012 10:19 PM
Heh, right, right. I never thought of that until now. I'm always thinking "piqued" as "irritation".

Curse the english language for giving "Piqued" two completely different meanings.
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8SunTzu8 is not online. 8SunTzu8
Joined: 30 Sep 2011
Total Posts: 8199
30 Dec 2012 08:19 AM
I don't believe that clockwork's game is easy, probably a bit too hard.

Although, those C&G guys did keep the game at level 20 or something... Anyway, it was just too basic for me. You dodged teapots to reach the end and make it harder for other players. That's fun, but it's all you do.

I hope that allowing players some PvP, and offering varying difficulties, that more people will enjoy it. (You can add traps for others players to watch out for as well, and choose the difficulty that suits you. If you challenge yourself at higher levels, you can get more points for messing with other players).

I feel like describing my team tycoon game. I actually have a space station sort of thing built, that would use futuristic weaponry, but it's just something to look at, nothing is attached to scripts yet. (But the models are organized to easily be attached to a tycoon). I don't think that game is unique enough yet. ;)

"If you want to become a Developer or Innovator for CSA, contact me."
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8SunTzu8 is not online. 8SunTzu8
Joined: 30 Sep 2011
Total Posts: 8199
30 Dec 2012 12:43 PM
Bump...

"If you want to become a Developer or Innovator for CSA, contact me."
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