Roblox VC Project DEVLOG 01-02

Week two. This was interesting. After an unknown amount of time, I am finally getting back into Roblox studio. It was a new and unfamiliar topic. But at the same time, kind of not?

Again, I had explored this studio once or twice when I was a child. But that was prior to 2016. A lot can change on an application in seven years. And even then, my prior experience was me placing down blocks and just playing around seeing what I could make. This was back when the default house was the map you always started with and when you could still purchase things with Tix. place was sleeker, with more tabs than I can remember.


Creating a World

Since I was too nervous to mess with the scripts that had already been made, I took this week as a chance to get reacquainted with the studio. To start, I wanted to make something. I knew that you could place simple walks and circles on the ground, what I didn’t realize was that there were multiple types of triangles. What I also didn’t realize is that you could merge these blocks similar to 3D studio Max.

While these objects look simple…

They can do so much. Here is a nightstand drawer and handle.

Our “instructor” also showed us how we could make holes in objects. I used this to my advantage and went off on my own to make a nightstand. I somehow convinced the team to let me keep it for the prototype.

I also learned the pain and wonder of grouping objects. Like 3D studio Max, when an item is grouped, it is really hard to edit it on its own. Because I was tasked with building the upper floor of a maze (See photo above), I had to grab each item individually from the hierarchy instead of clicking on the screen… definitely not the best way to do that.


Rigged issues

What intrigued me were the animations. A lot of my time in unity was spent animating objects. If there is any program that lets me do some sort of modeling, I try to see if I can animate it. I even know how to rig things too, so I thought it would be pretty easy. But that is where I hit a roadblock.

I had told the group that I would animate the doors opening and closing so that the game didn’t have to deal with disappearing objects. But now, I do not believe that is possible without using third party products.

Every option here corresponds with a player avatar type. A lot of types, but no way to rig up a dog or a flower.

The issue is with the animator itself. It is very simple. The only in-game objects that you can animate are player models. If you want to animate something else, you’re going to need to import it with the rig included. now, as much as I’d like to talk about my modeling skills, it is not efficient to rig a door just to animate it. so, I am either going to need to learn if there is a Time.deltaTime function or continue with the original plan.

For the next session, my plan is to get into the coding function. I really want to make myself a script for once. If I only knew, all those years ago, that I would be doing this…

Maybe I’d be in awe.

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