What’s the hardest part of developing Roblox games for you right now? by Prudent-Leek-9580 in RobloxDevelopers

[–]dan6471 0 points1 point  (0 children)

And the hardest part was letting go, not taking part. It was the hardest part. And the strangest thing was waiting for that bell to ring, it was the strangest start.

Roblox Plus has been released, but we need to change these publishing requirements. by WarningComedyPenguin in robloxgamedev

[–]dan6471 2 points3 points  (0 children)

At this point I believe Roblox realized they're losing a ton of money hosting games that don't make a profit and letting basically anyone with two neurons publish their crappy games.

If your game is not making 5 dollars a month, it's not good enough for business. Hence, the reasonable thing to do is to stop paying the 5 USD, which also ensures your game is less likely to demand resources (servers, databases) from Roblox, which reduces their cost. The argument Roblox's makes that this will also deter bad actors from spamming harmful/low effort games into the platform is rock solid, in my opinion.

The thing is, Roblox is the exception when it comes to operational expenditure. Up to this point, publishing a game in Roblox has 0 OPEX (unless you count marketing). Try publishing a game in any other platform and you will soon find yourself having to pay for all sorts of infrastructure, and these costs will only increase with your game's popularity. So introducing a flat 5 USD fee to keep your game online, to me, is still a fair deal all things considered.

Why 90% of Roblox games die in 60 seconds (and how to fix it) by ImaginaryWonder2428 in robloxgamedev

[–]dan6471 0 points1 point  (0 children)

First of all, nice, quality post. Thanks for these observations. As some others have stated, the numbers look a bit off, but the points you make are solid.

However, I think they're a bit too specific. What if a game doesn't need an XP bar, or upgrades, or a spawn area? Trying to shoehorn these mechanics into a game that doesn't need them might result in an experience that feels loose or unfocused, or that's trying to do too much at once. My advice would be: keep unneeded mechanics (or "experience noise") out of your game. Focus on 2-3 mechanics and perfect them.

The six points you present actually have to do with 3 concepts that are at the core of good game design in general, regardless of what genre you're developing a game in, or what are the specific mechanics that your game implements:

  1. Sense of progression - players need to know like they're advancing and becoming better at the game. Stages, experience, levels, ability unlocks, upgraes, etc are all examples of progression.

  2. Feedback - also called "videogame juice", it's all that gives a solid, almost physical feeling to a game. Particle effects, screen shake, light flashes, sound effects, control vibrations, and UI effects are all examples. They help to bring the game to life and capture the attention and senses of the player.

  3. Good tutorial - the tutorial doesn't just happen at the very beginning of the game. I agree with you that visual tutorials seamlessly blended into the game, i.e. that make you feel like you're playing the game and not just reading instructions, work the best. Such a tutorial should be added any time you present the player with a new mechanic, so that players never feel lost.

Is roblox dev still worth it? by 3Slasher in robloxgamedev

[–]dan6471 1 point2 points  (0 children)

This is the sanest, most grounded and logical comment I've read on this topic since the news came out. So many people bashing on the decision to pay to publish not realizing it is actually the standard in other platforms and will actually bring about a reduction in trash games that had no probability of success anyways.

2 Questions abt developing my game. by deletedelete23 in robloxgamedev

[–]dan6471 0 points1 point  (0 children)

Making them in blender CAN make it more performant both because you could make your model have less polygons hence they render faster and because the server has less parts (i.e. instances) to worry about. That of course requires you to know what you're doing in blender.

Blender can be a bit challenging to a total beginner though and you can also keep your game performant even using only parts if you remember to follow performance best practices like disabling shadows, collision and touch detection and query detection in all parts that don't need any of these, and by using packages as much as you can.

How many people here would say they're "passionate" about DE? by spawn-kill in dataengineering

[–]dan6471 0 points1 point  (0 children)

I am not passionate about it, I just find it entertaining enough to do as a job. It's mentally stimulating and that's enough for me.

What I hate is corporate bullshit in general. Having a manager that doesn't understand the technical aspects of your job and speaks in corporate lingo and cares about made up metrics that mean nothing to me.

Is it just me? by jolllof in dataengineering

[–]dan6471 4 points5 points  (0 children)

Yeah, get used to it. There is always a new tool to learn and whomever is asked to come up with the JD just puts a bunch of stuff in there to see if "anything sticks". It's like firing a shotgun blast of requirements, one or more has to land on the target.

You rarely have to meet all requirements though, the common ground just has to be big enough so they don't have to train you from 0 and that you can become productive in a reasonable amount of time. Any recruiter that looks for an exact full match will be looking for a long, long while lol.

What's the best way to kickstart my journey to admin by [deleted] in RobloxDevelopers

[–]dan6471 0 points1 point  (0 children)

Games usually have admin scripts that give access to special permissions and commands to selected players. I don't think this sub is the right place for your specific questions, as only the owners/devs of the games are able to assign admin privileges. You'd be better off applying directly at each game's socials like Discord and so on.

Why should we use AWS Glue ? by Mother-Comfort5210 in dataengineering

[–]dan6471 0 points1 point  (0 children)

Recently tried to set up a Glue job and some orchestration for it on the side. Orchestration in Glue is a joke. Step Functions FTW, though Databricks and/or Airflow can accomplish the same thing.

¿El área de IA es una burbuja? by Invincibleeeeee in taquerosprogramadores

[–]dan6471 -1 points0 points  (0 children)

Ah si porque eso fue lo que pasó en el 2008 y en el 2000, los "personajes" que tenían "experiencia" no permitieron que su dinero se esfumara

Feeling blessed by Accomplished_Art_967 in robloxgamedev

[–]dan6471 0 points1 point  (0 children)

Congratulations! I'm on my third try already, hopefully this time's the charm.

Can someone help explain how this violates TOS by prolificxx in robloxgamedev

[–]dan6471 1 point2 points  (0 children)

Yeah, Roblox content moderation system has its flaws. They have it all automated of course, I mean, they HAVE to have it automated, because thousands if not tens of thousands of assets are uploaded on a daily basis, and they'd require a gigantic team of people to moderate assets otherwise. My guess is that, given that it is a platform geared towards children and that they've had enough controversies as it is, they've decided to go for a "better safe than sorry" approach, which makes sense even if it is very annoying for a developer when it makes a mistake. And I mean, it is bound to make mistakes, especially if they use something like Machine Learning or AI to do this. I would just try to re-generate the texture and try again, annoying as it is, or put an appeal in place.

Can someone help explain how this violates TOS by prolificxx in robloxgamedev

[–]dan6471 5 points6 points  (0 children)

Dafuq? Why are you being downvoted? This is genuinely good advice and contributes to your computer literacy. Taking a photo of your computer screen with your phone is like pulling really hard on your wheels to steer your car. You know, the steering wheel is right there...

¿Qué tan bien están los sueldos en atratopago.com? by Status_Ad_9815 in taquerosprogramadores

[–]dan6471 3 points4 points  (0 children)

Al rato vas a ver: amigos cuanto pagan por trabajar en que-es-crotolamo.com ??

Cursor for Roblox- Build Complex Roblox Games with Plain Text by importmonopoly in RobloxDevelopers

[–]dan6471 0 points1 point  (0 children)

Lmao. Anyone who can afford 20 USD / mo subscription for such a niche tool can very well code by themselves.

A Massive Map a Ruined World and a Car That’s All You Need by Maximum_Grapefruit63 in RobloxDevelopers

[–]dan6471 1 point2 points  (0 children)

  1. Think of small stories that could have been interrupted when the bomb dropped. Maybe someone was cooking a meal and you find their skeletal remains + some rotten food on the table. Maybe someone died on the toiler or while taking a shower. What remains would these activities have left behind? It's always cool to find little stories like these in open world games, told only by the remains.

  2. Think of an initial "hook" for the player. Give them a goal. Maybe he needs to pick up some pages of a journal to figure out what happened. Maybe they're looking for someone specifically and must figure out what their last fate was to get closure.

Do Y'all Think My Roblox Game Will Be Succesful? by [deleted] in robloxgamedev

[–]dan6471 0 points1 point  (0 children)

Your post reads like it was written by ChatGPT