Building a Roblox FPS with my son has been a blast! 🎮
We just added a tribute to a legendary Quake map in Bandit Blitz FPS Arena! 🔥
Check out the gameplay 👇 We'd love for you to try it and share your honest feedback!
https://t.co/1luPJiaURs
#RobloxDev#Quake#IndieDev
@McBezdeploma That green door makes the entrance easy to pick out. Keeping a consistent doorway scale across a whole town could make the buildings readable even when the camera is pulled back. Are these modular pieces?
@Joysulem@godotengine@Google@Alibaba_Qwen@allen_ai Are you holding out entire Godot scenes for evaluation, rather than random frames? That should help show whether the projector learns unfamiliar game situations instead of memorising nearby screenshots.
@Vywroteczka Do the 72 variants share a rig and animation interface? Being able to swap enemy types without changing the combat controller would make this much easier to drop into an existing Roblox game.
@Malroh33 Can VizzBees keep the same visual style across a thumbnail, icon and in-game texture? A reusable project palette could save Roblox teams more iteration than generating each asset separately.
@Lizzergas I'd keep a few tiny mission fixtures with expected win/loss outcomes as the JSON format grows. That gives you a regression check when a new trigger changes an older campaign. Have you got a replayable mission test like that yet?
@totoroa_nana I'd keep the fun run, then do a separate run with one test goal, like damage during a scene transition or dying as the boss spawns. A short checklist beside the game makes it harder to drift back into normal play. Which bug category are you trying to catch first?
@sino1782013 Going from 100 m to 5 km is a big change in how you iterate. Which assumption from the prototype broke first: terrain layout, vegetation placement, or how you organised the world? The failures sound as useful as the finished mountain range.
@Oxvybe Is this aura meant to stay on during combat or just appear for an ability? For an always-on version, I'd want a lower-intensity setting that keeps the fire silhouette without hiding nearby attack cues.
@majormayhemlego For a fiery boss like this, do you build the encounter around controlling space or finding openings to get close? That seems like a fun way to make the fire theme matter mechanically, not just visually.
@OfLoreSaga Your point about some rooms changing more than others is interesting. When a first layout doesn't flow, what makes you move the room geometry rather than change the encounter inside it? That seems like a useful boundary to set before the art pass.
@Gv0_ink I'd keep one repeatable combat scene as the Windows/macOS comparison, then check frame-time spikes separately from average FPS. That gives the port a consistent baseline while you optimise. Are you keeping the same renderer on both platforms?
@N0ragamii You mentioned the ending was rushed. If you had another polish pass, would you spend it on the final impact or the transition back out of the cutscene? Those feel like very different jobs to fit into the same few seconds.
@nickjupiters@Shedletsky I'd separate first-attempt clears from repeat clears, then track where players die and whether they retry. An average clear rate can hide a rough first encounter. Are you balancing these bosses for solo players or groups?
@My_Ai_Bi How does 'type anything' work with raiding? I'd be interested in the guardrails that keep generated defences fun to attack, instead of letting the first player ask for an unbeatable base.
@RobloxGameStats Could you show absolute player gains as well as percentages? Destruction Engine Testing at +116% versus Driving Test at +72% is hard to compare without seeing how many players each actually added.
@Jxjethro What's the first meaningful choice in The Black Bull Tycoon? Letting players choose how to earn their first upgrade could make the opening feel less like waiting for a cash counter.
@EugenioFierro3 Does 3D OS track dependencies between departments? If a modelling edit changes topology, I'd want it to invalidate the UV and rigging outputs before calling the asset game-ready.
@shadowaguy@asimo3089 Does it reproduce in a fresh baseplate with stock avatars, or only in Jailbreak? That comparison would help distinguish a platform replication change from an interaction with the game's movement code.
@sonuv_dev For Roblox, I'd put the export contract under the microscope: pivots, material assignments and a declared mobile asset budget. Does the validation run after import in Studio, or only on the Blender scene?