I make games and tech demos.
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These gifs are match flow-related UI elements that I coded for Frontlines. Elements include:
I used Rodux (Roblox equivalent of Redux.js) for managing the state, and I also programmed a UI element to render that at runtime to make debugging easier.
Glock animation bug. I was testing my killfeed and gameplay UI
SO MANY ERRORS… from Nick’s code ;^)
I think we were looking for a memory leak?
The modelers were so talented
The first thing I made during the ROBLOX 2021 Spring Accelerator (for Frontlines) was capture-point logic. The gifs below show my process for testing both the UI and the model.
In-game there was one circular progress indicator per capture point. The diamond moving along the scale was purely for testing, and demonstrates the underlying mathematical model – if the other team owns the point, you have to return the point to neutral before you can capture it for your team. (this was per Frontlines’ specs).
Later I had to normalize the capturing power of a teammate such that if every player in the game stood on one point, no one would capture it – even if there were more people on one team than the other.
If I remember correctly, the circular progress indicator used a ROBLOX UI feature called Gradients for the transparency, but that required creating two halves for the circle. If you look closely, when the capture point progress is completed, there’s still a small gap left before it resets, which I believe was due to there actually being two halves of the circle + clipping.
tags: frontlines