Crossfire: We Catch Fire with SmoothBlockModel and Ozzypig

CrossFireCatchingFireCreativity and sharing are two qualities that fuel ROBLOX, and it’s in that spirit we created Crossfire, a series where we chat with ROBLOX game developers about their game design choices. For this outing, we interviewed SmoothBlockModel and Ozzypig, creators of Catching Fire: The Hunger Games Sequel and The Hunger Games by Ozzypig, respectively. Fueled by the release of the new movie last week, both of these games are absolutely booming in popularity. We thought we’d chat with the both of them about level design, monetizing and maintaining popular ROBLOX titles, and a whole lot more!

ROBLOX: Thanks for agreeing to interview guys! I usually do this with John, but I’m afraid he’s sick and losing his voice.

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Crossfire: Clonetrooper1019 and Loleris Avoid the Light

CrossFireStalkerDarknessCreativity and sharing are two qualities that fuel ROBLOX, and it’s in that spirit we created Crossfire, a series where we chat with ROBLOX game developers about their game design choices. For this outing, we interviewed loleris and CloneTrooper1019, creators of Darkness, and The Stalker, respectively. These are two seasoned ROBLOX veterans who have both participated in separate Crossfires in the past, but their two games, which are among the most popular games at the moment, are competing too closely to ignore.

ROBLOX: Thanks for doing this guys. So, on a surface level, both of your games are really similar. What would you say is the biggest difference between your games?

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Crossfire: Stickmasterluke and Alexnewtron Talk RO-Dodgeball

CrossFireDodgeballsCreativity and sharing are two qualities that fuel ROBLOX, and it’s in that spirit that we created Crossfire, a series where we chat with ROBLOX game developers about their game design choices. For this outing, we interviewed alexnewtron and stickmasterluke, creators of ROBLOX Dodgeball, and ROBLOX Battle’s Dodgeball mode, respectively. This marks the first time we’ve chosen a ROBLOX developer to enter into a Crossfire with another user–and the conversation was totally worth it. Check it out.ROBLOX: Welcome to Crossfire guys, and thanks for participating! Our first question is simple: why dodgeball?

stickmasterluke: When we were revamping ROBLOX Battle, dodgeball was the first idea that came to mind when we were trying to come up with new game modes. It’s quick, it’s fun. It’s almost like a mini-game that just focuses on straight-up combat. There are no places to go, or areas to explore. You fight as hard and fast as you can, then it’s over.

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Crossfire: TheGamer101 & Loleris Talk Sword Fighting

crossfireswordsCreativity and sharing are two qualities that fuel ROBLOX, and it’s in that spirit that we created Crossfire, a series where we chat with ROBLOX game developers about their game design choices. For this outing, we interviewed users TheGamer101 and loleris, creators of Sword Fighting Tournament and Intense Sword Fighting, respectively. Both games focus on strategic (surprise!) sword fighting–though that’s where the similarities end. With the recent upswing in popularity of Intense Sword Fighting (the game is just over a week old), this Crossfire article was a no-brainer.

ROBLOX: Thanks for being a part of this guys! There seems to be a real feud going on between your two games. What was your strategy in promoting your game and making it popular?

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Crossfire: Crazyblox and Erikwesley96 Talk Course Design

crossfireobbiesCreativity and sharing are two qualities that fuel ROBLOX, and it’s in that spirit that we created Crossfire, a series where we chat with ROBLOX game developers about their game design choices. For this outing, we interviewed users crazyblox and erikwesley96, creators of Flood Escape and Death Run, respectively. Each game places a focus on dynamically changing obstacles and maps, and each of the two games have been widely popular, with over 7 million combined plays.

ROBLOX: First off, thanks for doing this. You guys both have really unique and interesting takes on your basic obstacle course. The first thing you notice right away is that both of you have multiple levels in your game. Do you think having more levels makes more people want to play?

crazyblox: Having multiple levels is a really interesting element because events then begin happening in different rooms, in the same game. But I think it helps to create random gameplay experiences. I also split all the levels into an “easy,” “medium,” and “hard” because the skill level of people on ROBLOX varies quite a bit, from what I’ve seen. By the time you get to “hard” levels, it’s more than just muscle reflex–it’s more of a mind game.

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Crossfire: A Tale of Two Cities

crossfirecitiesCreativity and sharing are two qualities that fuel ROBLOX. It’s in that spirit that we created Crossfire, a series where we chat with ROBLOX game developers about their game design choices. For this outing, we interviewed Nightgaladeld and Juliane14, creators of Washington DC and Rome, Italia respectively. Each of these cities is more than just a detailed recreation; they are tied to their respective groups, where members can join, rank up, and participate in each of their local economies.

ROBLOX: The most obvious similarity between your two places is that they’re both incredibly large in terms of studs and brick counts. Was it a challenge building something that big?

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Crossfire: Litozinnamon and Spookyfox Talk FPS Development

Creativity and sharing are two qualities that fuel ROBLOX, and it’s in that spirit that we created Crossfire, a series where we chat with ROBLOX game developers about their game design choices. For this outing, we interviewed users litozinnamon and Spookyfox to compare and contrast design decisions made in their games: Call of ROBLOXia 5: ROBLOX at War, and Authority, respectively. Both are massively popular first person shooters on ROBLOX, so we jumped at the chance to discuss game design, dynamic lighting, and more with the two developers.

ROBLOX: Thank you guys for doing this. We were digging around and noticed that Authority has a version of the game that includes dynamic lighting. Is Call of ROBLOXia planning on utilizing our new lighting system?

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