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Showing posts from March, 2020

The Importance Of Human Code

The importance of Human Code. #roblox#gamedev#discuss JedDevs 24 Jan 2020・5 min read
------------------------------------------  This post was originally hosted on Roblox DevForum:
------------------------------------------  I recently read a blog post that really resonated with me, my struggles and experiences which was later expanded via tweet by Daniel Irvine 7 who said:You’re conflating two separate things. One is the desire to write clear, well-structured code. Another is your belief that your code is more valuable than that of your colleagues. I fear you’re missing the more important lesson.In both education and work we are told that creating the cleanest and following DRY to the core is the answer to reaching the top of your respective area. I say it’s time we cast away this idea that these are the ideals we stride for, in favour that we should use these as th…

[Mini-Blog] My modelling process

[Mini-Blog]My modelling process#roblox#gamedev#modelling JedDevs March 30th・5 min read For the last few months it’s been a pain importing a piece of work from Maya/Blender into whatever development engine i’m using and seeing it looks completely different from what I had, this is down to Rendering, the real time rendering systems in Unreal/Roblox/Unity all have different looks. Unreal looks great, Roblox looks bad and unity looks unity. This is an issue as it makes it much harder to easily reach your desired look. Due to these issues I have started using my own way of handling the design process, which allows for more incremental changes: (I’ll use an example to explain.) 1. Research, I knew I wanted a low poly look as Robloxs graphics is lagging behind other market leaders until they release their massive overhaul [scroll] in May/June + it’s much quicker than using something such as Substance Painter + Maya + Photoshop. This is key for such a short timeline and large wo…

My thoughts on skill trees

My thoughts on skill trees#roblox#gamedev#discuss JedDevs 23 Mar 2020・3 min readSkills have long since become and essential part of many games, used in may different ways for many different reasons to offer a sense of progression and to stagger the game and it’s difficulty curve, personalise it.
That said a lot of games use it for the wrong reason, just because it’s what games have. I’d hate to make a habit fo picking of Skyrim as it’s done so much right but their Skill Tree system lends to allowing players to farm points by using repetitive actions. This isn’t exactly their fault although they could use wheights and balances so the higher you go, the less these more simplistic tasks help or do what Red Dead Redemption 2 does and use a hidden system that lets them know they’ve got more health etc but hide the process behind it, driving the player to play their way to unlock what they want instead of playing the system.Personaly I am a fan of skill trees but they can be…