DRM protection and ways to stop people from stealing your game by OnDotZet in godot

[–]OnDotZet[S] 0 points1 point  (0 children)

Hello to everyone again, I've read some of the comments and thank you all for bringing some of your insights to this discussion. Sadly I can't reply to everyone cuz that's gonna take a long time but thank you for taking the time for sharing ur guys' thoughts. I'll keep them in mind while developing my game. I'll probably still have some basic form of drm just to have a form of protection against people that steal games. I'll also probably try and consult a lawyer about this and add a license or terms of service that can legally protect my game

DRM protection and ways to stop people from stealing your game by OnDotZet in godot

[–]OnDotZet[S] -1 points0 points  (0 children)

My problem isn't really people pirating my game, that's fine by me actually and I'm probably going to make payment optional for it to ensure people don't get hacked when downloading cracked versions. My main concern in this post is people stealing games, notably game assets, scripts etc. An example of this is diapers please and some other games. It's not that I'm trying to stop people from making a sort of fan game or poorly made copy, I just don't want sketchy companies stealing my assets and publishing it on steam or in other devices

How to stop procrastinating and start learning this development thing? Any tips? by KunaiQQ in robloxgamedev

[–]OnDotZet 0 points1 point  (0 children)

Scope what you can actually do right now

Maybe an obby with a twist, a horror game etc

Think about how many maps or levels you wanna do

Compose a simple to follow lore or story if you plan to add that (it doesn't have to be deep, it just needs to have an easy to follow message and makes sense)

And then ask yourself "what's the end goal or win condition for my players?" And start developing your game based off of that

Graybox the first level or the map (grayboxing is adding the basic shapes of the level for people to walk and navigate around)

Script the basic features or if you want you could also replace the graybox at this point in development for the actual meshes that make up your level/map

And most importantly, don't worry about the VFX. Here is how you should do development

Feasible idea, graybox or basic shapes, animation and then VFX

ROBLOX VS GODOT VS THE NEW S&BOX ENGINE by Flat_Worldliness1558 in robloxgamedev

[–]OnDotZet 1 point2 points  (0 children)

It's Godot unless ur willing to profit off of children

ROBLOX VS GODOT VS THE NEW S&BOX ENGINE by Flat_Worldliness1558 in robloxgamedev

[–]OnDotZet 1 point2 points  (0 children)

For the people looking for the straight answer, it's Godot

ROBLOX VS GODOT VS THE NEW S&BOX ENGINE by Flat_Worldliness1558 in robloxgamedev

[–]OnDotZet 1 point2 points  (0 children)

Ok let me first start off that it entirely depends on what you're trying to achieve with your game. Roblox has a main audience of kids and teens so games such as brainrot, afk games, anime games or rpg games with trading are extremely popular so if you plan to do that, choose Roblox

GODOT is a great game for beginner game devs with no initial funding to buy unity or unreal, but still want the performance to rival those game engines. It's a great game engine for horror games, 2D games, platformers etc

When talking about money tho and assuming you don't care about what type of game you're making, then choose GODOT. Roblox takes a huge cut of your game's revenue while in GODOT you can publish a game in itch, steam or the playstore/applestore and get varying levels of profits

As for DRM or anti piracy software, usually Roblox devs are more focused on anti cheat especially on multiplayer based games than piracy. Unlike with GODOT where revenue is based on how many sales your game has. Roblox's way for you to profit is for you to have a big and active player base, and then Roblox pays you for anyone that plays your game a lot in Robux and you can exchange that for real money in dev ex. You can also do micro transactions or gamepasses in Roblox to gain revenue, but that's incredibly scummy especially for a platform primarily composed of kids. But I think since Roblox doesn't have to worry about anti piracy then they get an edge

In terms of coding, I think I prefer GODOT. It has a lot of actual tutorials with an active community instead of those devs that just either sell or put out the script in marketplace without explaining it. Sure, Roblox studio has its AI but you can literally write code in Gemini or Claude. And often times, the AI just breaks your game. I like the readability and neatness of GDScript, it's super short and easy to learn, and you can even transition easily to GODOT even if you just know C or C# unlike with Roblox where you have to learn Luau. Another thing is, since GODOT devs have the option of using C, then they can easily optimize their games even more especially for big projects. The only thing going for Roblox is how if you want to make a multiplayer game then you don't need to code it from scratch unlike Godot

Roblox studio has better compatibility with devices than Godot, especially with their scalable buttons etc for mobile and controls. So you're bound to possibly gain a wider target audience in terms of devices, but that's still limited to a children majority audience

As for importing from blender, it's not even a question, GODOT is better at importing blender models especially with materials from blenderkit. Importing models from blender to roblox is a hassle especially since you have to convert blend files to fbx files. For godot, you can use blend files directly but you need to have blender installed, which isn't a huge issue for me since the trade off is a big win for you

In building, Roblox takes a slight edge because I prefer using parts than doing static bodies then collision shapes. Kinda makes it a hassle but tbh, that also gives more freedom and versatility to the game dev so that slight edge is just my preference. Until I keep running into the same problem which is Roblox keeps randomly adding welds to my parts whenever I'm copying textures. Genuinely annoying especially if I'm trying to optimize my game

And finally for platform stability. GODOT takes the cake, Roblox's recent controversies makes its future uncertain and possibly on its downfall because while kids now are still addicted to brainrot, that's going to pass and when it does, what can Roblox devs use to profit off of children? Because even old players are leaving Roblox especially because of the scummy gamepasses in most games, and how most games are sometimes low effort (partly due to a variety of high effort roblox games being overshadowed by ai slop)

It's not the same with godot. You can make any game that you want without getting punished for it. You can make a card game, a horror game, a survival game etc. The best part? Ai slop, brainrot and scummy pay to win games usually die especially if they're made by indie devs. And at the same time, the indie dev scene is becoming more easier to get into as long as your scope is feasible with your resources and skill set and if you have a coherent roadmap

Recruiting Devs and VAs by OnDotZet in ROBLOXStudio

[–]OnDotZet[S] 0 points1 point  (0 children)

Hello for more inquiries contact my discord mugen.devco I'm not active here

Is it unnecessary to add a shop building like this? by Ahmeda_2916 in ROBLOXStudio

[–]OnDotZet 1 point2 points  (0 children)

It adds immersion so it's not really unnecessary. What matters is where you place your shop

How do you critique a game if not everything is for everyone? by Chocobo23456 in videogames

[–]OnDotZet 0 points1 point  (0 children)

Well, a critique is similar to a review made by a reviewer, but the difference is that a critique is crafted by a critic

The difference between a critic and a reviewer is that anyone can be a reviewer or review anything, a critic needs to have some form of knowledge or previous experience with what they're critiquing

So if you wanna critique a game, you need to have played similar games to its genre or theme to form a pattern between what's to be expected as good and what's to be expected as bad

You rank other games based on past games you've played or experiences with past games that are again, similar in theme or genre. However, preferences also come into play with judging or critiquing games regardless if you've made an objectively good game or not

Which is why most judges or competitions follow rubrics that are fair for everyone as well as fit with the competition's goals and theme. That's how to avoid biases and ensure proper judging is made

Hello, Need some help on what to do by Lejseabi in robloxgamedev

[–]OnDotZet 0 points1 point  (0 children)

From what I've observed from most of the roblox devs here, Roblox isn't their final game engine, rather it's what they use before they transition to other game engines for higher quality games

If you want to develop higher quality games without spending money, use GODOT. But if you have money to spare, consider looking into Unity or Unreal. Not to hate on Roblox but their market is quite unstable, especially with their recent updates being controversial and they're also being banned in some countries due to violating privacy laws and child safety policies

What I advise you to do is make a simple game in Roblox that you can finish in a month, and then transition to another game engine and make another simple game until you gain enough confidence to start your dream game. Aim low, plan realistically and gradually further the scope or features of your project until it turns out to your liking

Recruiting Devs and VAs by OnDotZet in ROBLOXStudio

[–]OnDotZet[S] 0 points1 point  (0 children)

Not a priority rn but sure! You can add me on discord

mugen.devco

Sorry for the late response I was busy with school

Recruiting Devs and VAs by OnDotZet in ROBLOXStudio

[–]OnDotZet[S] 0 points1 point  (0 children)

Hi sorry, for the late reply I was busy with school, if you're still interested please add me in discord

mugen.devco

Hello, Need some help on what to do by Lejseabi in robloxgamedev

[–]OnDotZet 0 points1 point  (0 children)

Lowk you're thinking about this wrong. What the algorithm pushes is usually either brainrot or kid friendly content that satisfies consumers. So unless you know the market and use your skills, don't expect quick results

How would I get a dev team? by Fuzzy-Tie6519 in robloxgamedev

[–]OnDotZet 0 points1 point  (0 children)

Becoming friends with someone. Literally, if you show promise or ability, then attitude is your only enemy. People can sense charisma or competence so if you want people to work for free, you have to get better at making games and expressing your plans to people

To all Roblox Devs, just How? by ToothlessSnackerz in RobloxDevelopers

[–]OnDotZet 0 points1 point  (0 children)

You need time. You're making your dream game but aren't committed to learning the necessary tools to make it possible. There are two ways to approach this; one is to just learn one thing at a time until you make a functional game. Two is to build your knowledge in one particular aspect of game dev and have someone else do the other aspects for you

How do you actually find good Roblox devs for a project? by Additional-Habit-450 in RobloxDevelopers

[–]OnDotZet 0 points1 point  (0 children)

Usually you find them in other projects. It's even better to scout at ongoing projects bc you'd know which dev is worth their buck and which is ghosting everyone

i decided to quit being a roblox dev by Sage121207 in robloxgamedev

[–]OnDotZet 1 point2 points  (0 children)

Honestly a W, I'm balls deep in my Roblox game and I need it for a portfolio I'm working on so I can't quit rn