ROBLOX’s Content Team has been hard at work as of late creating Game Templates, which are freely available starter levels with the nuts and bolts of a specific genre already in place. Our first template gives you the basic elements you need to build a game of the popular multiplayer shooter variety, Capture the Flag. You can find the template — and more in the near future — from the “Templates” ROBLOX user profile.
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?”
That question lead to the birth of an idea—Dubetz and Witt didn’t just want to make another “generic shooter”, they wanted to make a full blown game—something with ambition, scope, replayability, and, most importantly, zombies. That idea became Apocalypse Rising.
ROBLOX introduced groups in 2009, and, today, there are over 600,000 users in groups. While our community already uses them to organize, communicate, and battle, there are improvements we’d like to make and features we’d like to implement. At RGC 2012, Software Engineer Navin Lal premiered some of our ideas.
Groups are one of the features on ROBLOX that continue to garner interest and support from our users. Today, I’ll be outlining some of the plans we have for ROBLOX groups. We are, indeed, actively working on many of these features, while others are just ideas, so please feel free to leave any feedback in the comments section. We do not yet have any definitive release dates for the changes outlined in this article. Continue reading →
Here at ROBLOX, one of our goals is to make your world-building experience easy, flexible and fun. We’ve got teams of developers working tirelessly to ensure that creating and sharing games is a seamless experience, and that the tools you need are both user-friendly and deep.
And though ROBLOX users now create millions of games per year, we can’t take credit for inventing user-generated gaming. User-generated content has existed in the realm of video games for decades, though only a small fraction of gamers had the technical know-how to truly embrace the idea.
Still, we think the games that encouraged user-generated content instilled key values that inspired us to become who we are today. So we thought we’d take a fond look back at some of those ground-breaking games, and share them with you. Enjoy. Continue reading →
In gaming, emergence happens when players use a game’s basic systems in a way that is unexpected, unpredicted and unique. It’s built into the entire ROBLOX platform; users have the freedom to create almost any type of game, experience games, moments and physics that rarely – if ever – play out the same way twice, and even discover emergence in ROBLOX’s social space and virtual economy. Continue reading →
We’ve introduced you to ROBLOX Base Wars version 1.0 and explained how Luke Weber created its highly responsive weapons using raycasting techniques. Now, we’re rounding out the trio of Base Wars development stories with a look at the game’s level design.
Loosely inspired by a classic Counter-Strike level (de_Dust2, to be specific), Base Wars’ map is designed to give each team a fair chance to take control of any of the three capture points. That’s not to say it’s perfectly symmetrical; for instance, the blue team’s base is further from the capture points, but they have the advantage of elevation – particularly conducive to the game’s Sniper class. Each capture point is located in a small, open arena, where combat is almost guaranteed, and connected by narrow, winding paths. Continue reading →