Developer’s Journal: The Biggest Apocalypse Rising Update Yet

Hey guys, Gusmanak here to talk about our most successful update yet, Apocalypse Rising v.5.0.0. ZolarKeth and I have been hard at work for the past 11 months, developing improvements for Apoc (sorry, I call it that in short) since its release in July, 2012. When I launched the game, I never thought I’d end up spending so much time on one ROBLOX project. I’m fascinated at Apoc’s popularity–why has this game maintained popularity for such a lengthy period of time? What are the most important factors in development of gameplay? What makes Apocalypse Rising special? With this Developer’s Journal article, I’ll answer these questions.

A Solid Foundation

ZolarKeth and I stood by one rule when developing this title: never add weight to something that can’t stand on its own. If we plan on releasing a big feature that will change the game, we will not expand on that feature until it’s solid, functioning, and stable. You’d be surprised how often developers fall into this trap. They become excited about ideas, and worry less about implementation. These half-baked ideas find their way into games, making for half-finished, unstable features. When developing a game on ROBLOX, problems will arise—the average developer hates troubleshooting these problems. When you’re caught in this cycle, the most exciting part of your day is fixing breaks, which isn’t very gratifying. More often than not, developers never fully finish these fixes, resulting in a broken game that causes frustration among players. Even worse, developers often find that in order to solve problems in their game, the game must be radically altered.

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Apocalypse Rising 4.0: ZolarKeth Explains Upcoming Changes

If you’re a gamer on ROBLOX, chances are you’ve heard of a little title called Apocalypse Rising. It’s been played nearly four million times and is one of the top games on ROBLOX, and for good reason. Emulating a formula created by the ever-popular ArmA mod Day Z, Apocalypse Rising throws you into a desolate world filled with zombies. Supplies and ammo are extremely limited, and the only chance you have against the undead is to band together and fight them off. We spoke previously with co-creator Gusmanak about what it took to create a game of such huge scale. Recently, we caught up with scripter/coder ZolarKeth about some of the exciting changes for the near-future.

The Map and Inventory System

Users ZolarKeth and Gusmanak have created one of the largest maps ever in ROBLOX–it’s made of 22,000 parts and is 8,000 x 8,000 studs. At standard walking speed, it takes more than eight minutes to walk across the entire thing, and they’re planning to make it even bigger.

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Gusmanak Returns to ROBLOX With Apocalypse Rising

Apocalypse Rising 17-year-old Gus Dubetz, or Gusmanak, started using ROBLOX in 2008, due primarily to a life-long fascination with physics. By 2010, Dubetz decided to take a short break to focus on clay and wood sculpting.

It wasn’t until two years later, shortly after the release of Day Z, a hugely popular add-on to ArmA 2, that Dubetz, with long-time friend and scripter Ethan Witt (aka ZolarKeth) asked, “what if we went back?”

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