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Brawl tower

  • 3 Devlogs
  • 14 Total hours

A simple roblox game made to explore my system thinking capabilities. The game is fundamentally similar to other games in the genre, such as Tower of Hell, using RNG and procedurally generated stages to create a unique experience. The twist is that players in this version can brawl!

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32m 4s logged

Devlog #3

Small update, but I think good for the game:
I added a badge system to the game. There are currently 5 badges for players to unlock:

Welcome – Join the game for the first time (also gives you 250 Cash!).
Winner -  Win your first game.
Menace - Slap 100 players.
Skill Issue -  Ragdoll 100 times.
Can’t Touch This - Successfully block an incoming slap.

I made a modular system to streamline future addition for badges, IF ANY because they’ll cost me money now to add them (I used up my 5 free). 

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11h 24m 43s logged

Devlog #2

Between the last devlog and this, I built majority of features + frameworks.

List of things completed in this devlog

  • Shop System (Hyperlink between abilities and one-time-use purchases)

    • Created a modular system to manage prices and purchases (Datastore saves abilities such as Double Jump & Block).
    • UI animations:
      • Zoom in with background blur when opening the shop.
      • Inverse animation on close.
  • Complete Combat System

    • Players can push each other, and they can also purchase the ability to block.

    • Done using DOT product + magnitude detection.

    • Rewards 50 cash.

    • Blocking simply fires a remote communicating to the server that a player is blocking. On attack verification, if the player is in the CURRENT_PROTECTED array, it prevents damage + ragdoll, and instead plays a thud sound effect.

  • Datastore

    • Managing money, wins, and how many slaps a player has.
    • This is important for many things, eg purchasing, gaining / losing money.
  • UI Elements (Currency, Winning, Kill Feed)

    • Currency

      • When a player gains money, it has a shake effect + a green floating Δ+ which promptly disappears with a sound effect.
      • Losing money does the same thing, but in red with Δ-.
    • Winning

      • See image attatched :D
    • Kill Feed

      • Created a kill feed with randomly generated text.
      • Using RichText, I also made the attacker and victim have different colours.

      This works through a RemoteEvent being fired to all players. Example messages:

      {{attacker}} just <font color='rgb(122, 200, 255)'>REKT</font> {{victim}}

      {{victim}} bit the <font color='rgb(122, 200, 255)'>DUST</font>

  • Abilities & One-Time Purchases

    • Abilities work through datastore management.
    • Purchased abilities are saved, and on CharacterAdded, their LocalScript gets inserted into the player’s character.
    • One-time purchases simply fire a RemoteEvent (with sanity checks to verify the purchase) which then completes the action.

    Current abilities

    • Double Jump
    • Block

    Current one-time purchases

    • Kill All
    • Ragdoll All
    • Low Gravity
  • Animations

    • Spent time making animations for:
      • Push
      • Block
      • Double Jump (flip animation)
  • Tower Generation

    • There is a folder in ReplicatedStorage containing every possible stage.

    • Using Lua’s % 2 operator, I check remainder for stage alignment (logic below).

      isRotated = index % 2 == 0

      rotate(stage, isRotated and 180 or 0)

    • Then, I simply calculate the current tower height and place the new stage directly on top.

    • Shuffling stages is also straightforward, I use math.random on table index.

  • Winning

    • The server fires a RemoteEvent telling every client that somebody has won, rewards the winner, reshuffles the tower, and respawns every player.
    • The tower also automatically reshuffles every 600 seconds (10 minutes) if nobody wins.
  • Stage Elements

    • Added the following stage elements using Roblox’s CollectionService tag system

I also made ~ 10 stages (with own quirks, eg not being able to jump). Spent a lot of time on sound design aswell.

Video: https://www.youtube.com/watch?v=WwGzDpOlbbk

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1h 45m 42s logged

Devlog #1

Things completed:

  • Ragdoll system (debounce + ui)
  • Server handling for ragdoll (caching)
  • Respawn UI animation
  • Custom healthbar + animations

Next devlog will post a playable test-demo version

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