roblox is to core as unity is to unreal. So can it be used?
That is the worst sort of comparison to Roblox!
Roblox is a gamedev platform and its main rival being the Core game engine!
Minecraft is a game and not at all a game engine thus it has no similarity to Roblox at all!
I have 4+ years of experience in Roblox and believe me, ive written over a 600 lines of code for my games!
Roblox and Core are the evolution of game engines the same way as the game engines did to assembly language!
Roblox is to Minecraft as Duplo is to Lego. Continue to pretend it's a legitimate platform if you want, but because of the stigma around it literally being a silly game for children as well as the perceived ease of constructing simple projects, no one will take you seriously. Please learn an actual game development program :D
Have u even tried it?
Its definitely a game creation platform.
It can be categorized as unity meets steam.
Its main age range goes from 7-18.
Its secondary age range goes above 18+.
I has its own asset store.
This is the engine!
You can write scripts in it!
This is Half Life 2 in Roblox :
https://www.roblox.com/games/4660272935/Half-Blox-2
And for the record, Core copied what Roblox is doing while Core is made around this time and Roblox was made in 2006. But for some damn reason , Roblox is looked down upon while Core is considered "something better", even though it lacks mesh importing which is one of the main reasons I use Roblox as compared to Core. A game dev platform gives you a tool with free multiplayer and free API server hosting stuff and a chance to make millions through developing as an indie and then its looked down upon. I heard right, the devs at Roblox appreciate their fellow developers more than the developers of the non-roblox community!
What else should i show to tell you guys that roblox is a legit game engine?!?
Roblox is not a game engine...
It is a platform where you can make silly games for kids that spend money from their parents' wallets. Go ahead and make a roblox game, but dont be surprised if you don't come 1st, 2nd or 3rd. No one will take you seriously with roblox. I am just being straight with you
I am sorry, I am just trying to be real, roblox was originally a physics engine for universities, but they turned it in to a money making game for kids, it's the truth. Roblox game development is not taken upon as a serious game engine, meaning that if you make a game with it, there is less chance of getting high up on the leaderboard, as judgement is community based.
horrible comparison. duplo is the same company, just for slightly younger people. roblox now has more teens than children, and theres only like a few prominent kids games i can think of off the top of my head. roblox is an amazing tool tbh, and if youve played it for more than 5 minutes you would know there are some legitimately amazing games on there.
The only problem with Roblox is its build settings. I would rather have a built version than a version hich has to be downloaded. Core and Roblox are similar in terms of being an engine but core has actual build settings and roblox sadly dosen't. Like do you expect the judges to download a platform just for the jam . If you can do some techinical wizardry and make a game in roblox have a compatible version for windows, linux or mac, go for it. Also the 600 lines of code thing is a really really bad argument. In that case YandereDev would be GameDev's bill gates
I guess you're very passionate about Roblox lol. Tbh, from what I've seen from Game Jams so far, I would say you probably aren't able to submit a Roblox game, but idk. Although, even if you cant, Game Jams are a good way to inspire and help you improve your skills even if you don't submit anything. I know for me it has really given me inspiration.
If u haven't yet, plz watch TheDevKing's video on Roblox compared to other engines video for more info. And plz, dont post bad about things u don't know about.
Ive already published 13 games and have used more than 7 game engines so im not a beginner to game development.
If u have used roblox before and posted the above comments, then i have nothing to say.
600 lines of code though? For the 4 years you said you've been working on it. That is less than a half a line a day. Since I have started game dev I have wrote an average of 25 lines a day, including days off. And I don't even do it full time.
I have used it as a game dev platform. You can try to submit it. Roblox has a negative connotation associated with it. You'll be in the bottom 100 games.
Ive used it, and I highly advise against it. The vast majority of development on roblox is free to use assets. and near none of roblox studio will ever translate to real world development. I think the real issue here though, is that the likely-hood of you developing a "good" roblox game in 72 hours is extremely slim and your chance of getting a high place in this jam is extremely slim. just learning godot in a day and using that for this jam will greater your odds of more people in this jam playing your game.
"The vast majority of development on roblox is free to use assets. and near none of roblox studio will ever translate to real world development"
That is certainly not true, and also I never planned to use Roblox for this jam, i was just seeing the perspective of u people.
U can go to : https://soalreapercaptain.itch,io
My games are all there. Roblox ones with a link too.
a few godot ones too.
Let's hear a more objective perspective:
There are a lot of different tools available for us to create games. They all have different strengths, weaknesses, and learning curves. Some prefer that you have some development/design experience, others are great to learn on for building games for your first to first hundred times.
Personally, I built my first game on a visual scripting engine called Construct 2. I didn't have any coding knowledge and I was intimidated by it, but that was ok! I learned a ton and felt proud that I finished my tiny game all on my own. I later moved to Gamemaker where I built more ideas and started to learn how to code. Nowadays I work in Unity, where I write almost all of my own code. After this jam, I'll have 8 jams complete in Unity as well as other projects.
What does that anecdote demonstrate? Everyone has their own learning paths. As long as you're comfortable learning new things, there isn't really a bad tool to pick.
I personally don't have any experience in Roblox Studio or Core so maybe I'm off track here, but they seem very similar in premise. Both Roblox and Core are platforms where a creator can create content and experiences by building off an already solid and familiar framework. That being said, there may be an argument to be made that learning to develop in Core could provide an avenue for transitioning into working in the Unreal Engine. It may take some time and practice, but I'm sure it can be done!
If your experience is in Roblox Studio, I'd bet it's a great starting point for learning to code and design games. If that's the case, however, I'd personally encourage you to give Core a shot for this jam. I expect that it would be a great learning and growth opportunity for you.
Its just that I've started work on my commercial game and couldn't decide the engine. So i thought id take suggestions...
Roblox is a choice in which it will be a little harder to work in but since it just went over steam in terms of the most played platform( Roblox's most popular game "Adopt Me" has over 3 Billion Views, that's insane! )
Godot, on the other hand, is easier but then theres a harder chance of popularity on itch and even smaller a chance to monetize, as compared to Roblox, in which its so easy to monetize and make money, i mean, ive already made $10 from selling 3D models!
The people with front page games on Roblox are the ones who have earned over $1M now through the platform! And all that went to just one guy!
What I understand from this is that Roblox demonstrates large earning potential. A million is definitley no small amount, that's for sure. But we have to remember that there is (in any games market) a large gap between the earnings of select popular games we see on front pages and the earnings of a typical small developer.
Here is a table demonstrating this principle from this article: https://medium.com/@sm_app_intel/a-bunch-of-average-app-revenue-data-and-why-you-should-ignore-it-2bea283d37fc
This table displays in-app earnings from a single day for different Action games on both the App Store and Google Play Store. This demonstrates the descrepancy between the big titles on the front pages and what most people actually publish.
Here is also a GDC talk by Mike Rose talking about this same phenomenon on Steam:
The moral of these grim statistics is this: you absolutely MUST NOT assume you will find success based on the success of popular titles.
I expect that with so many games in Roblox's registry, the statistics follow a similar trend to this. As far as I'm concerned there is no escaping the fact that succeeding in any games market is actually much harder than making a good game in the first place.
I do not say these things to try to discourage you or tell you that you won't make money or find success. I myself have not released a commercial game, but I've attempted it many times and continue to despite weak financial prospects. I say these things to help you to keep your expectations realistic. I'm going to go out on a limb and say that there is a 99% chance that you won't make anywhere near as much money as Adopt Me on Roblox. Of course, that's also true for Clash of Clans on mobile or PUBG on Steam.
When you are learning to make games and program, I think that Roblox is a good way to start. However, for a financial endeavor, I'm much more pessimistic about that platform for other reasons.
For example, if you create a game in the Roblox platform, it's stuck there. Your game is exclusively available to only Roblox players. A Roblox developer is also at the mercy of Roblox themselves. If Roblox makes a change that hurts a developer or a game, there's not much that can be done about it. That principle, of course, still applies to other markets. Apple for example is removing Epic products from the App Store. Other than legal squabbles, there's nothing they can do about it. BUT: Developing in an environment separate from the markets you intend to sell in gives you flexibility and longer customer reach because your game is yours and you can do whatever you want with it. Sure, Epic may be hurt by that move, but it has other avenues to sell their games and make money. On the other hand, if a Roblox developer were too, say, get banned or something from the platform, then POOF. All of their work is gone.
I've only worked in Godot a little bit, so I don't know much first-hand about whether it's a good engine to work in. I do know that many say it's great and I don't doubt them. I would personally suggest that if your intention is to earn some money to go with Godot because then everything about your game will belong to you and not Roblox. You can also sell your work in multiple places. Itch.io can be monetized, and I know that you can put a finished game on Steam when you meet some requirements and pay a 100$ fee to sell. If Godot can port to things like iOS and Android, that's 2 more potential avenues if your game can use an appropriate control scheme. Of course, even if you do sell on all of these platforms, you still probably won't make much money.
But, even if you make 1 single cent, you'll still be miles ahead of many others because you made money by making a video game that's yours.
Don't forget as well that if it doesn't work out the way you wanted it to, it doesn't mean that it was a waste of time or effort. Failure is success in progress. By making any financial game you'll learn so, soo much that you will take with you to the next attempt regardless of where you make it.
Unfortunately, im not allowed to like posts but I would like your post if i did have that ability.
All that you said, i already knew that thats the case, i mean, adopt me has a developer range of a 100, seriously!
I still have a long way to go, and i accept that fact.
But, I don't know how itch.io monetization works, my main reason of using roblox was that I knew how robux work and how to get them, but other than that, not much. If theres a system in itch that the money you make will be stored somewhere and you can take that out then ill totally work with Godot as no one in my family has a credit card so i must have a way to store that amount till im 18+ and can get a credit card of my own, so basically 3 years later.
Thx for your non-biased response :)
Hey! We are open to any and all games, including tabletop and card games. If Roblox is what you want to build your game in, I say go for it! It certainly will be accepted for the jam. If it requires Roblox to be installed to play, it might not be played on stream (I'm unfamiliar with the system), but this game jam is all about setting aside time to build a game. So long as you learn something new from it, that's all that's really important.
SecretJuice1 has the right of it. People have different skills, preferences, and are at different stages of the process. This jam is meant for everyone, regardless of engine preference or coding skill. This jam is not judged or ranked outside of the Core category and that is being handled by Core Games, not Extra Credits.
We want to encourage everyone to keep an open mind. Someone compared Roblox to Lego, but there have been some incredible works of artistry with Lego. Please design you feel fits the scope & aim of your project best. Thank you.