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Roblox - StyLiS Studios game developer

SF
Joined March 2009
Photo by litozinnamon (@litozinnamon)Photo by litozinnamon (@litozinnamon)Photo by litozinnamon (@litozinnamon)Photo by litozinnamon (@litozinnamon)Photo by litozinnamon (@litozinnamon)Photo by litozinnamon (@litozinnamon)Photo by litozinnamon (@litozinnamon)Photo by litozinnamon (@litozinnamon)Photo by litozinnamon (@litozinnamon)Photo by litozinnamon (@litozinnamon)
A nice holiday gift from DevRel, glad to take part in helping them push for improving the Roblox development experience! @robloxdevrel @Roblox
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Behind the scenes, I'm currently doing a small visual overhaul on the menu UI Implementing a basic daily challenges tab that I may expand more on later on (something like weekly/monthly contracts with bigger reward streams)
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Working on a daily rotating shop idea where you can prebuy weapon loadouts and skins at a discount Eventually, these loadouts can be grabbed from real builds submitted by our community It will also properly handle cases where you partially own the loadouts
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An early mockup for the weapon progression tree concept we had in our minds for a long time Finally starting to see how it will take shape for our upcoming WWII-themed FPS - CoR Fidelis And this is just with one gun, imagine how much more content we'll be exploring
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These rubber boot things are evil If you take them off, they are a massive pain to put back on since you have to pry out the plastic inserts with a flathead screwdriver Ended up doing this to wire a rear dashcam on a hatchback car in a neat way
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Playing around with a MW2019-inspired cutscene animation concept
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A little drag and drop explorer hack for importing I'm surprised at how unsupported this is to implement with default Roblox plugin features
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Finally making ground on remaking the skin case rolling system. Should be more streamlined and now there's an experimental multi-roll feature.
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Reviving this project again from last year Hopefully we get it into PF for real this time You can now preview a new weapon with attachments and buy it all at once with a breakdown of the prices
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Coming up with a good vaulting algorithm over arbitrary geometry is difficult I think we have something here that's more consistent than PF after @DonaldFReynolds tried at least three different approaches in the new collider
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Messing around with a custom collider rewrite done by @DonaldFReynolds. Going fast but not clipping into things or getting flung like how humanoids would.
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Remaking the PF menu from ground up, an ongoing project to test out different programming ideas Now I'm convinced the menu is half of the game itself with how complicated the features can get
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Next, had to re-write our spring code to be able to step forward any arbitrary amount of time Now we have instant spray pattern projection on the right side, which should be useful for weapon stat displays in the future This may be hard to see due to video quality being nuked
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Source of truth - Thompson hip fire spray pattern
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Basically got out of bed, thought about spray patterns and how nice it would be to project them in a menu UI when customizing weapon stats. First step was re-creating a simplified live version of the recoil system in a baseplate.
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Some more attempts at quality of life and visual organization (i.e. highlighting critical parts) Warns you if the piece you select will reset/override any slots due to incompatibility
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Pretty cool to see a piece of history laid out for this one weapon family Some lines for better visuals to where parts are Added historical Thompson variants/prototype presets to select and directly start modifying from Hoping to get this working in-game someday
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Finally got a proof-of-concept modular weapon construction system from scratch, while factoring part compatibility challenges. Menu navigation and UI experience is probably awful, but this was hacked together in like two hours and I just wanted some basic working buttons.
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Working random weapon generator Tricky to do because of enforcing vital pieces (Lower/Upper Receiver, ...) while still having the randomness of leaving out non-vital pieces (Stock, Sights, ...) Needed to handle edge cases where a vital piece may be attached to a non-vital piece
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Some quick sketch of a directed graph structure as a valid combination check in my experimental weapon construction system. There are some interesting simple graph theory problems to check for in first validating the entire database definition for contradictions or loops.
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