A couple of weeks ago, Sorcus unveiled that Space Knights was developed by the Games Team in an experiment to better understand the trials and tribulations of an everyday ROBLOX game developer. We learned a lot from this experiment, and want to continue to share our findings with you. For this follow-up article we tapped ROBLOX Games Team member Dan Healy, an integral member of the small team that developed Space Knights, to talk about its development. Take it away, Dan.
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Building ROBLOX Battle, Part 1: Core Gameplay Mechanics
We’ve made some drastic improvements to every facet of ROBLOX Battle, our flagship internally developed combat title, over the last several weeks. New game modes, maps, character animations, and social interactions have turned Battle into an entirely different game. These changes are substantial for numerous reasons–not only do they revamp the ROBLOX Battle gameplay experience, they serve as a benchmark for future product enhancements. We went behind the scenes with the Content Team to find out how and why ROBLOX Battle has changed, starting with the core gameplay experience. We tapped Software Engineer Dan Healy, who’s been working closely on the game, to deliver the details.
Gameplay
ROBLOX Battle has come a long way–what was once a simple combat game featuring six weapons and a single map has since evolved into a robust and layered multiplayer experience. When we initially decided to turn ROBLOX Battle into a deeper game, the Content Team got together and brainstormed game types that would be ideal for Battle. We started implementing new maps and modes, and have since renovated the entire core experience.
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Game Templates: A Smart Way to Start Building and Scripting
You may remember us mentioning our new Capture the Flag template a few weeks ago. Since then, the Content Team has been hard at work creating new templates–particularly prime for competitive gameplay, with more styles of games to come in the future. ROBLOX Software Engineers Dan Healy and Kip Turner explain.
Each of the templates we’ve built is designed to serve a specific purpose, though there are numerous assets you could pull from them. There are standard death-match templates, and a few that may flip that basic mode on its head.
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