![]() 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. 4.8 Shotguns (Assault, Support and Scout Classes).4.7 Battle Rifles (Assault and Support Classes).4.6 Designated Marksman Rifles - DMR (Scout and Recon Classes).4.3 Light Machine Guns - LMG (Support Class).4.2 Personal Defense Weapons - PDW (Scout Class).It really boils down to not wanting to forget the simultaneous events that I am handling such that I just keep going, hardly ever finding a point I could tell myself to log off. ![]() ![]() Quite challenging in terms of managing priorities and compromised danger and it’s been a while since something could grip me for more than three hours straight per session. Though, it’s all smooth and addictive there after. Where it really threw me off by the odd design choice for its inconsistency with the rest of the game. There were one or two scripted enemy detections in missions at the beginning of the game. Burst explosive moments that the game forces a passive player into are also SUPERB when you pull it off successfully as you stack up agents preparing for busting up a place or breaching in without giving the enemy a chance. And recon + disguise? Makes the game GAY EASY. But the devs must as well just add a feature to undo or backtrack turns and moves since my play style involves a ton of reloading to optimize and perfect each turn deviating from bad blind decisions. If it’s there I won’t consider it an exploit. You can stealth/takedown/dispose/silencer all the way with your best friend “save and reload”. Or if you are like me, someone who cannot let go of any loss of agents due to time invested in them + OCD. If you’re into tactical combat strategy, the amount of agent training, crafting, weapon selections can fill your needs. ![]()
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |