HackerTrans
TopNewTrendsCommentsPastAskShowJobs

_uyrg

no profile record

comments

_uyrg
·6 anni fa·discuss
I don't remember exactly, there were tons of games like that and a lot of them blended together in my mind. The most similar game I can specifically remember is the Human Body Obstacle Course:

https://www.roblox.com/games/334009/Human-Body-Obstacle-Cour...
_uyrg
·6 anni fa·discuss
https://blog.roblox.com/2008/02/the-future-of-open-source/

> I learned to program when I was 7. I started with LOGOWriter and QBASIC. What did I make? Games. It should be obvious. All kids want to write games. If your kid wants to write insurance software at age 7, you should stop wandering around aimlessly on the internet and find a good psychiatrist. Do it. Do it now.

> At its heart, ROBLOX is a game development platform. You can do a lot with it without writing a line of code. But if you really get into it, you’re going to want more power. You’re going to be very motivated to figure out how to program.

[...]

> I don’t care what fancy private school you send your kids to. The only place your 13 year old is going to encounter a PID-Controller is in ROBLOX’s Body(Position/Velocity/Thrust) objects, which can be used to script motion for parts and models. That’s just one example.
_uyrg
·6 anni fa·discuss
Custom Quake- and Source-Engine levels are awesome. There's a great YouTube channel that showcases old TF2 maps:

https://www.youtube.com/watch?v=vrke_zOuskY
_uyrg
·6 anni fa·discuss
> What's amazing is how Roblox has made an actual marketplace and scarcity for virtual items that have no monetary backing.

They do have monetary backing[0]. The proceeds from item sales usually go to the item's creator - and if you have enough R$ you can convert it to USD.

[0] https://www.roblox.com/developer-exchange/help
_uyrg
·6 anni fa·discuss
I grew up playing Roblox games (and later scripting in Studio) and the most memorable aspect was how surreal everything was. Most of the games were mishmashes of pre-existing assets, puerile humor, and pop culture references.

I remember one game in which you started off on a massive platform full of food, and had to shovel the food onto a conveyor belt that led into a giant person's mouth. If you yourself fell onto the conveyor belt, you'd be treated to a grand tour of the person's digestive system before being turned to poop and dropped into the toilet bowl. Inside the toilet there was an obstacle course, and at the end of this obstacle course there was an array of fighter jets that you could use to get back onto the food platform. The jets didn't have throttle: they either went super fast or not at all. So the poop-people would bail out of their planes in mid-air, and the jet would crash into the baseplate, usually killing someone below.

This was back when there was no way for developers to monetize their games. Some games had "VIP T-shirts" that gave you tools or allowed you to enter a special room, but devs had neither the technical ability nor the incentive to "do it for the money". Most games were like the one I described: bizarre one-off projects created with the intent of showing something really cool. A few "classics" kept stable player-bases, but for the most part the front page was a constant churn of weirdness.

I've still never seen anything quite like it.