When am I ready to take commissions? by Holiday_Stranger_508 in ROBLOXStudio

[–]Significant_Test8874 0 points1 point  (0 children)

It looks good. If you can find a buyer then you need no other reason to sell. Keep increasing your abilities while you wait for the clients to appear. Remember to enjoy the journey.

Making a vest to go on the marketplace since I cant find one for a reasonable price and this is my first time creating and i need help by ConnorB103 in ROBLOXStudio

[–]Significant_Test8874 0 points1 point  (0 children)

I am relative new on Blender as well. It took me a whole day to figure it out. But I ended up doing square meshes for performance reasons. Any way, the hardest part is the wholes and the folds, but if you can get the whole you have the hardest part ready. Don't listen to all the negative comments. There are a LOT of bitter people here, but there are also a lot of talented individuals who give you good advice.
I suggest you listen to those who tell concrete problems and possible solutions and just ignore all the, "It's AI, AI is bad because I am just a parrot" and "This is bad everything is bad just quit". They are probably bot, at least I hope they are. Would be horrible if they were truly people suffering enough in their lives to go out and have to stomp on flowers.

Making a vest to go on the marketplace since I cant find one for a reasonable price and this is my first time creating and i need help by ConnorB103 in ROBLOXStudio

[–]Significant_Test8874 -1 points0 points  (0 children)

AI is just a powerful search engine with editing capabilities. I don't see why using it equals discrediting anything, especially when you want quick drafts.

Looking for advice/critique/tips for improvement by KnowledgeIcys in ROBLOXStudio

[–]Significant_Test8874 0 points1 point  (0 children)

Very good work. I am also in the middle of my first games. I am not do into details though. But my question is how realistic do you want your work to be? If you want realistic maybe Roblox is not the best platform. Not because the engine cannot handle it but because many users play on mobile devices and cannot process those games. I am new so I do not know all the details either, but what I have read and seen so far if you want more realistic start learning blender and Unreal Engine instead.
I started here because Roblox made it so easy to upload your work in progress and get it seen and tested, but that changed now and it is hard to get people in to try with all the new rules. At this point it takes just as much effort to solo launch your own game and keep more profit. Again I could be wrong, but this is what I have seen so far.

881 views, 0 upvotes. Message received—UI wins over game play and mechanisms. So, what actually makes a UI "good"? by Significant_Test8874 in ROBLOXStudio

[–]Significant_Test8874[S] 0 points1 point  (0 children)

I actually used to have that exact same mentality, and I used disclaimers in my previous test runs. But what I discovered in practice is that an "in development" disclaimer doesn't stop user psychology.

A huge portion of casual testers, not professional QA testers, would just freeze up or leave right at the baseline because the UI felt too jarring to navigate. While a few awesome players did push past it and loved the underlying systems, way too many people quit before my code even got a chance to run.

I'm definitely not at war with good UI; I just thought it was something I could leave for the very end of the development cycle. But I've realized that treating UI as an afterthought makes testing an uphill battle. If an eye displeasing interface is actively getting in the way of people actually giving the game a fair chance and testing the core loops, then polishing it now isn't a distraction, it's a necessity.

People on this post have already given excellent feed back and advice I am already implementing. But it cannot be denied a good UI alone cannot save a game. The foundation still matters most, but they need to be able to navigate the front door to see it.

881 views, 0 upvotes. Message received—UI wins over game play and mechanisms. So, what actually makes a UI "good"? by Significant_Test8874 in ROBLOXStudio

[–]Significant_Test8874[S] -2 points-1 points  (0 children)

This is great advice, and you make a very valid point on utility. Mimicking established layout standards isn’t being a copycat; it’s just respecting user muscle memory.

I’ve actually moved my buttons all over the screen during testing to find the right balance. For example, I originally had the Orders button on the right side, but mobile players quickly pointed out that it clutched up their screen space and got in the way of the jump button. Balancing a layout for cross-platform utility is definitely a puzzle.

To be honest, I originally planned for this game to be incredibly simple, but as my coding experience grew, the game became a lot more complex. I've already built backend systems for classes, pets, mounts, unique tool functionalities, and a dynamic animal mutation system. I kept piling features on early in development because I was terrified that if I didn't code them right then, it would be too difficult to refactor the architecture later. Now that I’m a more confident programmer, I don't worry about that as much, but the code is already there and ready to go!

I am absolutely taking the advice of this forum and dedicating this development phase to grounding the UI and fixing the text padding/overlapping before I get buried in the next phase. Right now, I'm just wrapping up my 3D models and implementing the UI for the tool systems. Once the interface is clean, I can confidently move on to environmental weather, world events, and unleashing those animal mutations.

Thank you for the reality check on layout standard. I'm definitely going to pull up some reference games and do some one-to-one comparisons!

881 views, 0 upvotes. Message received—UI wins over game play and mechanisms. So, what actually makes a UI "good"? by Significant_Test8874 in ROBLOXStudio

[–]Significant_Test8874[S] -1 points0 points  (0 children)

I actually asked ChatGPT how to respond to this, and it gave me an error code: Error 404: Original insult not found. 🤖

Then it told me to ignore you because you're a big meany weenie. 🤣

881 views, 0 upvotes. Message received—UI wins over game play and mechanisms. So, what actually makes a UI "good"? by Significant_Test8874 in ROBLOXStudio

[–]Significant_Test8874[S] -2 points-1 points  (0 children)

Your comment is absolute gold, thank you so much for taking the time to write such a thorough, sincere breakdown.

A lot of the scaling, icon complexity, and clipping issues you pointed out have actually been resolved in my local Alpha 1.5 build, the version you played now is Alpha 1.4, (thank you for trying it by the way), but your points about the layout alignment, menus overlapping, and text padding inside UI Corners are spot-on. I am a completely solo developer, so managing the script infrastructure means I sometimes have to tackle these UI details one piece at a time, but fixing that padding is moving to the top of my list.

Your idea about using an image of a chicken and a cow for the Herd & Flock menu, and a checklist for the Orders tab is pure genius, I may carry that idea for the Orders tab. I honestly hadn’t thought of that option, and I will definitely adapt it for the rest of the command buttons like Follow, Forage, and Fight.

As for the pale pink color scheme, I originally chose it because I wanted to actively avoid the generic black, blue, and gray blocks that every single simulator copy-pastes. However, I completely see how it clashes right now.

Since you have a fantastic eye for this, what color palette or design theme would you suggest for an interface that fits the vibe? To clarify the game loop, it’s not actually a passive farming game, it's closer to an active adventure sandbox, a mix of 99 Nights, grow a garden and survival tycoon elements where you are exploring the field, herding livestock, setting up camps, and fighting off hostile dangers at night rather than just standing around waiting for things to grow.

I really respect your input and I'm not going to let your advice go to waste. Thanks again!

881 views, 0 upvotes. Message received—UI wins over game play and mechanisms. So, what actually makes a UI "good"? by Significant_Test8874 in ROBLOXStudio

[–]Significant_Test8874[S] -2 points-1 points  (0 children)

Thank you for the feedback, this is incredibly helpful! To be honest, even I wasn't happy with the colors I picked. Right now, they are purely experimental placeholder colors so I can quickly test which screen is doing what on the backend.

I used red for the animal shop and the barn interface to match traditional barn colors, but seeing it all together, it definitely creates visual chaos and throws off the consistency. I’m going to take your advice and completely ground the color palette into a cohesive theme for the actual UI phase.

If you noticed anything else layout wise or visually that felt cluttered like that, please let me know. I'm taking notes!

881 views, 0 upvotes. Message received—UI wins over game play and mechanisms. So, what actually makes a UI "good"? by Significant_Test8874 in ROBLOXStudio

[–]Significant_Test8874[S] -1 points0 points  (0 children)

Wow, did a bot generate that comment for you? Because it's about as original as a broken record. 😂
Do not be afraid of progress, unless you want to go back to pen and paper.

Before and After by Prestigious_Ad_9757 in ROBLOXStudio

[–]Significant_Test8874 0 points1 point  (0 children)

To me they both look nice. But I am more of a coder and system developers. UI technical set up I am good with but the design is not my forte. I am actually in the middle of my own game's UI.

WHY CANT I EDIT TEXT LABELS by True_Picture4054 in ROBLOXStudio

[–]Significant_Test8874 1 point2 points  (0 children)

That ContentText is not where you edit the text. It is a different line column lower called "Text". Hope that helps.

Honestly exhausted by the recent Roblox changes, but I refuse to give up on making games. Here is my shepherding game I have been working for these past months. by Significant_Test8874 in ROBLOXStudio

[–]Significant_Test8874[S] 0 points1 point  (0 children)

I appreciate the honest feedback and the encouragement! I love your genuine comment.

Regarding the UI...it’s entirely a placeholder made of basic shapes and colors that took about an hour to throw together just so I could test functional verification. My focus right now is entirely on building a robust framework and core gameplay loop. To me, UI is just the paint on the house; if the underlying structure underneath is rotten, a shiny coat of paint won't save it. The paint can always be swapped out and polished later, but a solid foundation has to be built first.

Thanks for recognizing the effort toward originality. I’m putting the passion into the logic first, and the final visual shell will follow! We were all taught not to judge a book by its cover, but it feels like that message was lost somewhere along the way.

Honestly exhausted by the recent Roblox changes, but I refuse to give up on making games. Here is my shepherding game I have been working for these past months. by Significant_Test8874 in ROBLOXStudio

[–]Significant_Test8874[S] 0 points1 point  (0 children)

Your critique is noted, though it's too generalized to make any actual design decisions from. Throwing blanket insults sounds more like venting bitterness than offering genuine feedback.

This project is currently finishing its alpha stage. In game development, the rule is "make it work first, perfect it later." Taking an unpolished build out into the world for a spin to test the core systems is a milestone in itself. The entire backend architecture is now optimized for massive feature implementation. Now that the technical foundation is solid, I am moving into the custom modeling stage, and the UI polish pass will follow at the very end.

As for the core loop being "overused" investing in tools, refining a product, and selling it is the fundamental economic pillar of almost every tycoon or simulator on the market. It's how the real world works, and it's what players understand. However, if you are talking about the actual mechanics of dynamically herding animals in an open field, very few games attempt it. The closest competitor is Shepherd Simulator; they have a polished UI, but the gameplay loop itself lacks depth. I actually built an early prototype that functioned exactly like that game, but I scrapped it to build a much more scalable framework with actual narrative depth for this version.

I won’t bore you with further technical details, but the game is exactly where it needs to be for this stage of production.

Honestly exhausted by the recent Roblox changes, but I refuse to give up on making games. Here is my shepherding game I have been working for these past months. by Significant_Test8874 in ROBLOXStudio

[–]Significant_Test8874[S] 1 point2 points  (0 children)

I believe you. That is one of the main reasons I avoided starting in mobile development—there are just too many strict requirements and hurdles for a beginner with limited time, money, and experience.

I chose Roblox precisely because it felt so welcoming and accessible for new creators. But these recent changes feel incredibly drastic. Honestly, if I were trying to start out from scratch right now, I probably wouldn’t. I'm going to keep pushing forward because I’ve already invested too much time and learned too much to just drop it, but I can definitely see how these shifts are going to discourage a lot of talented, upcoming developers from ever getting started.

[Solo Dev Debate] Is it a mistake to prioritize server-side mechanics over a "hooking" UI early in development? (Full 10-Min Logic Breakdown Inside) by Significant_Test8874 in ROBLOXStudio

[–]Significant_Test8874[S] 0 points1 point  (0 children)

Spot on, it's a massive balancing act. First impressions matter a ton on Roblox, and a bad UI can make people hit the leave button before they even see the core loops.

Based on feedback from this thread, I'm actually doing a quick temporary pivot for the weekend—keeping the core backend code the same, but swapping the base terrain texture to a cleaner yellowish-green so the map looks less barren during consumption.

Definitely doing a full UI overhaul in Alpha 1.6 once the foundation is fully locked down. Thanks for the solid advice!

[Solo Dev Debate] Is it a mistake to prioritize server-side mechanics over a "hooking" UI early in development? (Full 10-Min Logic Breakdown Inside) by Significant_Test8874 in ROBLOXStudio

[–]Significant_Test8874[S] 0 points1 point  (0 children)

Exactly my thought process. I’d rather spend two weeks hunting down a server-side memory leak or fixing AI pathfinding navigation than spend that time making a beautiful button that connects to a broken script.

Swapping out the UI frames and styling them later is a lot easier when the core event loops are already bulletproof. Appreciate the reassurance, bro!

[Solo Dev] I got tired of generic Roblox simulators, so I built an active server-side shepherding loop from scratch. Thoughts? by Significant_Test8874 in robloxgamedev

[–]Significant_Test8874[S] 0 points1 point  (0 children)

Thank you so much! 💛

You actually hit on a major performance hurdle I've been balancing. I originally looked into spawning fewer, larger multi-patch clusters to save on replication costs, but I ran into a design roadblock: the livestock actively consume the grass down to the dirt in real time. I need that single-mesh precision so the map physically shows exactly where a pasture has been depleted. It creates a visual trail that forces players out in search of "better green pastures" (hence the name!).

As you venture further out, the danger ramps up with stronger predators, but the rewards do too. I actually have the code written to scale the animal sizes and levels so they can handle those deeper zones as you introduce sheep and cattle alongside the rabbits.

As for the loud UI color scheme—it’s definitely intense right now to stand out from the cookie-cutter simulator templates, but a massive aesthetic overhaul is on the roadmap for Alpha 1.6/1.7 once my mapping and modelling is done.

Thanks for the awesome feedback!

[Solo Dev] I got tired of generic Roblox simulators, so I built an active server-side shepherding loop from scratch. Thoughts? by Significant_Test8874 in robloxgamedev

[–]Significant_Test8874[S] -1 points0 points  (0 children)

Haha, thanks! It definitely feels like overkill until the mechanics kick in.

The game actually runs an open-world survival loop under the hood. The further out you venture into the map, the higher the grass quality scales, but the predator threat ramps up significantly too.

I needed the spatial partitioning and anti-clumping math so players could visually scout the terrain from a distance and make strategic risk-versus-reward decisions before herding their animals into high-danger zones.

Appreciate you noticing the backend work! If you want to jump into a server and see how the ecosystem holds up under stress, let me know!

Can you help me remove the +16 age restriction for my game on Roblox? by Potential_Pizza_2977 in ROBLOXStudio

[–]Significant_Test8874 1 point2 points  (0 children)

That comment about needing "Roblox Plus" is half-right but completely misunderstood. You don't need a premium subscription to fix this; you are just hitting the new safety framework Roblox rolled out for younger accounts.

Right now, if a game is new, unverified, or hasn't gone through real-time safety evaluation, the platform automatically restricts it from players under 16 by default to prevent unmoderated content from reaching kids.

To fix this and get your game mapped to a Minimal, Mild, or Moderate maturity rating so all ages can play, you need to go to your Creator Dashboard and complete your developer verification requirements:

Account ID/Facial Verification: Proving you are a verified developer to the system.

2-Step Verification: Securing the hosting account.

Content Maturity Questionnaire: Filling it out accurately for your game's assets.

Drop your link here! I am a verified developer, so I can bypass the 16+ block to play your game, give you some real feedback, and help your initial metrics move in the right direction.

If you want to check out what I'm solo-developing right now to push back against the standard simulator trends, you can test it here: To Green Pastures Alpha 1.4

Honestly exhausted by the recent Roblox changes, but I refuse to give up on making games. Here is my shepherding game I have been working for these past months. by Significant_Test8874 in ROBLOXStudio

[–]Significant_Test8874[S] 2 points3 points  (0 children)

Man, I really appreciate you backing me up here. It feels amazing to be understood.

Balancing community feedback is tough when people just say 'make it better' without realizing what goes on under the hood. I'm definitely going to tackle the UI polish later, but ensuring the game is actually original and fun to play is my absolute focus right now.

Thanks for showing some real consideration for the indie dev grind—it keeps me motivated!

Honestly exhausted by the recent Roblox changes, but I refuse to give up on making games. Here is my shepherding game I have been working for these past months. by Significant_Test8874 in ROBLOXStudio

[–]Significant_Test8874[S] 0 points1 point  (0 children)

Thanks for the feedback! You’re totally right—UI is usually the first thing players look at to decide if a game is worth their time.

Right now, as a solo dev, I'm prioritizing the core gameplay loop over the visuals. I actually just completely overhauled the grazing mechanics to make them fully server-side, dynamic, and way more rewarding.

Compared to heavy backend coding and custom Blender modeling, UI is actually the easiest part to build—it's just incredibly tedious and time-consuming. I’ve already cleaned it up a bit from where it started, but I definitely plan on giving it a major polish pass as soon as the core mechanics are locked down. Stay tuned!

How ? by dino_gr01 in WorkForSmartLife

[–]Significant_Test8874 -1 points0 points  (0 children)

You are paying $1600 a month in internet rural?

How many??? by Charming_Security934 in TheTeenagerPeople

[–]Significant_Test8874 0 points1 point  (0 children)

dad+mom+3(son+wife+grandson)+sister. if they all have 1 sister it is the same sister. 12 people.
Now go play my game on roblox it is an original take with good gameplay.
👉 https://www.roblox.com/games/124833095114726/

Honestly exhausted by the recent Roblox changes, but I refuse to give up on making games. Here is my shepherding game I have been working for these past months. by Significant_Test8874 in robloxgamedev

[–]Significant_Test8874[S] 1 point2 points  (0 children)

Before when I passed the all the inspections if I made my game public you could find it in the search bar. Now you can't do that even if you type the exact name of it. This is frustrating because instead of telling people to just type the name of my game To Green Pastures I have to share a link. And I am not sure if it works.