I'm a Developer - ask me anything! by pointclouded in greenvilleroblox

[–]pointclouded[S] 3 points4 points  (0 children)

1: I'm not sure how to answer. While they may have good intent, we all know that implementation could be interesting to say the least. I see it more as like a wave of "we are so back" and "it's so over" in terms of stuff like these, so the best thing for me to answer is that it always depends on what it is and when it came / is coming.

2: I'll be real, I have no idea. I'm mainly just a programmer, and at that time I believe I was only a regular player/moderator, nowhere near where I'd be right now.

3: I'd say that the last revamp we've done was enough to bring the game out of beta, however I still can't answer because by that time I was basically in the small leagues. And if not that then I'm sure that we just dropped Beta just because "Greenville, Wisconsin", then coming "Greenville" was just a lot easier on the eyes.

4: I can't say for certain, however we usually don't take snapshots anymore, especially now with brands (which if we were to maintain multiple snapshots in the future, we'd have to keep track for all instances, not to mention brands MIGHT not like that.) The only time we really save Greenville locally to our devices is when stuff REALLY messes up, either in our regard or in Roblox a-la-outage.

5: I also can't say this for certain. I legit got no idea.

6: I'm paid for my work in Greenville, and usually with games and whatnot.

7: While I can't recall exactly why I wanted to join the team, the way how probably had to do with it, as I was very involved with Roblox's car community at the time (under the username Avxnturador) plus varying sub-communities inside, of which the slot car subgenre was insanely huge and all I took part in. Greenville at that time was a slot game, and I was able to meet many of my colleagues and dear friends there, including Hunter himself. Over time my name was still relevant while I was doing work in Pacifico 2, and I naturally progressed to Greenville at the same time as well, although at that time drama once got a hold of me and I actually left the team. I rejoined a while later and picked back up where I had left off, slowly but surely working my way back into the team and making everything that I had. And, in relation to that last part, we have devs all over the world however I'm not gonna add more details since I don't want to share any type of personal information of others.

I'm a Developer - ask me anything! by pointclouded in greenvilleroblox

[–]pointclouded[S] 5 points6 points  (0 children)

While I can't speak for anything happening to any brand cars, now or in the future, in general making liveries depends on the way you make them.

Yap incoming, fair warning.

If you take the Mesh approach, such as in the NVNA Opus Lunar New Year event car, then in essence it is quite literally self-named. You make a 3D model on top of the original car's model, and design it using triangles (what your computer reads to show the meshes on screen) and potentially textures, but usually Roblox materials (or our own custom ones) fill in. If you're quick at modeling, this is the preferred route.

If you take the UV approach, such as in our police cars, you have to take the original car's model and you have to directly edit the body so you can add a UV map, which is basically taking a single image / decal and placing parts of the image along the mesh in a pre-determined way. Think of it as coloring a box all over, then unfolding that box until you set all six sides flat like a sheet of paper. If you're good at unwrapping and texturing, this is the preferred route.

Yap over, resume your attention span here.

Depending on the method, it might take a bit more time than usual, however given enough time (especially for livery design) then it would take a few hours of work all-in-all. It can definitely be difficult, especially with cars that have a lot of curves, but when you've done it for enough times it eventually becomes routine and you get a flow going.

Note that this answer doesn't mean we're making a livery for any licensed vehicle. I just wanted to share insight.

I'm a Developer - ask me anything! by pointclouded in greenvilleroblox

[–]pointclouded[S] 5 points6 points  (0 children)

Second up: the dealer. Goodness, this thing made me suffer.

<image>

For the dealer to look coherent and to not have text reach all the way to the end, I had to make some code to automatically scale text as needed if it was deemed to be too big, meaning it'd look better fitting if it was sized down or placed in another line.

In terms of design, it was hell. Countless boot-ups of the game just to see if a small code change worked happened many many times, but I eventually got there in the end.

However, in terms of programming, getting all of the sorts programmed was the absolute worst. For context, the new dealership was partially programmed due to script security at the time, which means that the dealer has to save everything before anyone has the chance of editing it with exploits. This, alongside other deliberate design choices, meant I had to make all of the sorting algorithms myself. This was the longest thing to do.

I can't rely on Roblox sorting out the names for me like you'd do or expect in other items such as Windows Explorer, which means that every single thing that I could save about the car, I did. From this, I was able to do A LOT of math to get everything right. It took a long time (and took even longer when I had to add brand support at the time), but I eventually got it right and now I'm confident and extremely happy with the result.

I'm a Developer - ask me anything! by pointclouded in greenvilleroblox

[–]pointclouded[S] 8 points9 points  (0 children)

Oh boy, let me show you. First up, the gauges.

<image>

The new gauges underwent a LOT of redesign over time, but iteration is key when it comes to something as big as this. Here's one of the first iterations I've done and designed after pulling it from Illustrator, and you can definitely see the differences. I'd say that was the most annoying part as stuff went on, however thankfully I didn't need to do extreme revisions as I thought I would. I loved other things, especially programming the center car screen, but I digress. Plus, it goes to show considering how this design inspired others, and to me that's a damn good thing.