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Re: I have something to tell to all of you!

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StealthKing95 is not online. StealthKing95
Joined: 13 Dec 2008
Total Posts: 4263
03 Apr 2013 01:34 PM
I've had a concept for a game for quite a while now. As long as the post may be, I highly suggest reading it, and shouting out your own opinion on the matter.
I know it sounds crazy to most people, too much work for some people, or even impossible. The goal is to somewhat recreate Half-Life 2 in roblox.

Now, seeing how huge, awesome, and wide HL2 is, I've actually given it a lot of thought. Here's a few problems that came in my mind when I first thought of the idea:

1: Level Design - It would be very hard to recreate HL2's immersive world, even when dynamic lighting comes out. However, I have a few friends that are very excited about this project aswell, and are good mappers in Source, as well as roblox. Part of the world immersion is not just lighting and detail, its also the sound environment. This of course being a major drawback. There is also the need to script so many animations, cutscenes, and stuff like that. I planned a brush entity based system for all events to prevent too much work on that specific part of the game.

2: Tons of levels - Doable with inserting levels through the InsertService.

3:Physics: HL2 being almost entirely a game based on the very nice physics used in most puzzles, It would actually be very hard to recreate due to roblox physics being a little.. different.

4:Artificial Intelligence: This is mainly a problem for me, and a huge payload of work. The thing is, I think of myself as an advanced scripter, and I can do very much with roblox lua, but the amount of work and mathematical logic needed to create even a similar artificial intelligence than in HL2, is very, very much, and very hard to accomplish.

5: Single-player - Possible, done multiple times, although 6 players with each having their own levels, would be pretty much for the server to handle.

We decided we will first try to recreate the trainstation level from the beginning, try to make it as HL2 as possible, and see if it actually would be possible to do this.

Now, I have a few questions for you fellas. What would your opinion about the possibility of creating this be? How would you fix all the problems listed? How would you reduce the amount of needed scripting?



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digpoe is not online. digpoe
Joined: 02 Nov 2008
Total Posts: 9092
03 Apr 2013 01:38 PM
5) CurrentCamera is your friend.
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toshir0z is not online. toshir0z
Joined: 03 Nov 2009
Total Posts: 425
03 Apr 2013 01:39 PM
^ Eyup
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dekkonot is not online. dekkonot
Joined: 22 Dec 2010
Total Posts: 6685
03 Apr 2013 01:40 PM
I'm pretty sure someone made a cutscene maker at one point...

Also feel free to use local parts. We're trying to come up with an excuse for the admins to keep them, and this may be it.
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BlabVoid is not online. BlabVoid
Joined: 01 Jun 2010
Total Posts: 4932
03 Apr 2013 01:42 PM
Thing is that in HL2 cutscenes aren't typically how you'd think they are, in HL2 you never leave the perspective of Gordon Freeman, this should be kept.
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digpoe is not online. digpoe
Joined: 02 Nov 2008
Total Posts: 9092
03 Apr 2013 01:42 PM
Admins and mods: WE DUN CARE BOUT YOO, BAIBAI LOCALPARTZ

Is that what they're saying? :l
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dekkonot is not online. dekkonot
Joined: 22 Dec 2010
Total Posts: 6685
03 Apr 2013 01:44 PM
Basically.
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StealthKing95 is not online. StealthKing95
Joined: 13 Dec 2008
Total Posts: 4263
03 Apr 2013 02:06 PM
Actually, I see problem 3 as the largest one.
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dekkonot is not online. dekkonot
Joined: 22 Dec 2010
Total Posts: 6685
03 Apr 2013 02:07 PM
Pfff. Building physics isn't that hard.
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StealthKing95 is not online. StealthKing95
Joined: 13 Dec 2008
Total Posts: 4263
03 Apr 2013 02:09 PM
Roblox physics are nowhere near the accurate/non-lag physics used in Source, I mean it would be hard to make physics based puzzles that would work 100% of the time
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digpoe is not online. digpoe
Joined: 02 Nov 2008
Total Posts: 9092
03 Apr 2013 02:10 PM
Dekkonot, they're not talking about that.

Look at the particle systems in HL2. I'm talking about the physics half of them.
They calculate the EXACT point of contact between two surfaces and apply the respective particle effect.

Also, the way people are. If you look in their games, you see that they die like people should die. In ROBLOX, all you do is look like some weird ragdoll, or an exploded model which doesn't look realistic at all.
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dekkonot is not online. dekkonot
Joined: 22 Dec 2010
Total Posts: 6685
03 Apr 2013 02:16 PM
Okay, that I understand.
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digpoe is not online. digpoe
Joined: 02 Nov 2008
Total Posts: 9092
03 Apr 2013 02:17 PM
Quite complex to be done in ROBLOX, isn't it?

I don't even know how you would do particle systems for ground contacts.
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dekkonot is not online. dekkonot
Joined: 22 Dec 2010
Total Posts: 6685
03 Apr 2013 02:17 PM
Spit, grit, and a whole lot of coding.
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StealthKing95 is not online. StealthKing95
Joined: 13 Dec 2008
Total Posts: 4263
03 Apr 2013 02:18 PM
@digpoe

and if I knew, it would be very very inefficient
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MrgamesNwatch is not online. MrgamesNwatch
Joined: 02 Feb 2009
Total Posts: 7729
03 Apr 2013 02:18 PM
quite ambitious, I once had a plan to just make a Roblox game out of the part where you fight the Antlions in the mine with them turrets, mines and what not. Never got to it though...All I can say is good luck! ^^
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digpoe is not online. digpoe
Joined: 02 Nov 2008
Total Posts: 9092
03 Apr 2013 02:18 PM
Infact, I do know how, but it would probably cause lag due to the sheer ammount of them on one object for detecting collisions.

Raycasting.
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StealthKing95 is not online. StealthKing95
Joined: 13 Dec 2008
Total Posts: 4263
03 Apr 2013 02:30 PM
And the client-server architecture would have to be designed very well.
If it's too much client based, it will be laggy for you. If it's too much server based, it's laggy for everyone.

This is currently one of my main problems I encountered while planning the "engine"
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Candymaniac is not online. Candymaniac
Joined: 08 Oct 2009
Total Posts: 8985
03 Apr 2013 02:38 PM
Particle systems are easy to do in ROBLOX; although they are just random tiny bricks flying about from a certain point and whatnot, they at least resemble them (somewhat) and would be very inefficient.

Just use free models!1!1!!!11

"No, you were not downloaded. You were born!"
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StealthKing95 is not online. StealthKing95
Joined: 13 Dec 2008
Total Posts: 4263
03 Apr 2013 02:45 PM
"Just use free models!1!1!!!11"

I hope that's your siggy or just sarcasm
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dekkonot is not online. dekkonot
Joined: 22 Dec 2010
Total Posts: 6685
03 Apr 2013 02:49 PM
You can tell it's sarcasm by the 1s.
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digpoe is not online. digpoe
Joined: 02 Nov 2008
Total Posts: 9092
03 Apr 2013 03:27 PM
@Candy

I'm talking about collision particles :l
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zars15 is not online. zars15
Joined: 10 Nov 2008
Total Posts: 9999
03 Apr 2013 04:20 PM
Throw in some billboard GUIs, bawm, particles.
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StealthKing95 is not online. StealthKing95
Joined: 13 Dec 2008
Total Posts: 4263
03 Apr 2013 05:20 PM
Yes, It's possible with parts and billboardguis, but that is so inefficient. Imagine dozens of wooden crates falling to the ground and making particle effects through some inefficient raycasting. How about roblox would make custom particles possible? That would be nice. Roblox seems a little too young and weak for this kind of project, but I am still thrilled to atleast try. This would be a nice benchmark for roblox :D
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StealthKing95 is not online. StealthKing95
Joined: 13 Dec 2008
Total Posts: 4263
04 Apr 2013 06:02 AM
I still need more opinions and ideas, bump :/
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