Here, we had to follow up more consistently with our supervisor with our progress, getting the feeling of a more professional work environment with a specific project schedule. Usually we all develop and work at different paces, whenever we liked or wanted to push updates. Getting selected was an honor, but the actual development was more or less the same with the exception that we now had to follow certain guidelines from our client. What was it like to develop a game that was featured in an official Roblox event? In practice, there wasn’t really anything more special about developing a game featured in an official Roblox event. Making steady progress on a part of the game, checking that each stage of it works correctly in these test sessions, and knowing exactly what to add next is what motivates me to keep developing Phantom Forces. It is incredibly rewarding to play a successful test build of the game in a way that I envision it to work and seeing other players agree with my direction and implementation. What did you enjoy most while developing Phantom Forces? The best part about developing Phantom Forces is testing new game mechanics or content on live servers with random players who drop in for feedback. What challenges did you have to overcome while developing? What was the most challenging? Same as previous answer. But since I am always getting more busy with school and having less time to work on development, these contributors have filled in the gap of content creation that I would normally have done back in the early development stages. It becomes more difficult to organize the direction of development because everyone is always throwing in their own ideas, occasionally leading to internal conflicts even without involving the lead developers. As an initial small group of three developers, we have somehow inevitably expanded to an entire Discord community of people who actively want to help with content creation, suggestions, map additions, and so forth. Another challenge is managing a ton of community contributors as the game grows. However, this means major additions of code into a framework structure that wasn’t quite planned out far enough to anticipate new game mechanics or customization options, leading us to increasing organizational problems. Because it still has a strong and potentially continually growing player base, we are motivated to keep adding new content to the game. We did not expect the amount of success PF would consistently maintain, expecting it to die out in a few years so that we would naturally move onto a new project. Much of the challenge in development comes from the lack of foresight in how big the project would ever become. Over the couple years of its development we have scrapped and rebuilt major parts of the game from scratch such as the gun framework and the UI framework multiple times and plan to do so again in the near future as structural issues rise again. Organization also tends to deteriorate over time due to our lack of professional experience. Most of the beginning development was experimenting with different approaches to getting certain mechanics to work with Roblox’s technical limitations and limited tools. What was it like developing Phantom Forces? A lot of trial and error. The following interview was between Thundermaker300 and litozinnamon on Error: Page "User blog:RBLXDeveloperInterviews/ litozinnamon: Phantom Forces" does not exist., as part of the Developer Connections Project.
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