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  1. Hello Spec Ops!
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  3. The following projects are currently quote-on-quote "approved" for iPad development. What this means is that they have reasonable chance of being featured in the first version of the ROBLOX app that supports gameplay, IFF (that's if and only if) they test well and the rest of the ROBLOX team, including upper management here at ROBLOX HQ, feels good about the quality.
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  5. If your project is not "approved', you can still work on it and post here about it, etc. It's just lower on the list for official ROBLOX support / dev resources.
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  7. If your project is "approved" and you feel like opening it up and inviting other members to help design, debug, test, modify your level in a collaborative fashion, that is highly encouraged. Part of the purpose of opening up mobile development to you guys early is to start to build community knowledge of the best way to optimize ROBLOX games for iPad.
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  9. Approved Projects
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  11. Alexnewtron - Hey alex, you suggested draw something as a good iPad app. I agree it would be good but there are two issues: copyright/trademark issues with OMGPOP and also the fact that our CEO has said no 2D games for the first release. What if we adapted Dodgeball?
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  13. Crazyman32 - free flight. iPad version 1 will not support terrain or will not do it well, so we'll need to replace the terrain with parts. Control schemes for vehicles cannot depend on the existence of a keyboard.
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  15. Hicup789 - snowmobile game. Control schemes for vehicles cannot depend on the existence of a keyboard.
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  17. mat852 - borderline. I've seen your YouTube videos, and I think we need to turn down the technical ambition for the iPad game. I would rather nail a gaming experience that makes a single mission feel great, rather than try to cram in all sorts of features. I'm thinking we need to build a "Borderline: LITE" version.
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  19. merely - catalog heaven. I think we might need a LITE version - user GUIs are clunky on iPad. I don't have a build yet, so I haven't tried production catalog heaven on iPad yet.
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  21. spikey490 - mini pirate battle. Control schemes for vehicles cannot depend on the existence of a keyboard. I think that the relatively slow pace of this game might make it great on the iPad. In the version of this game I played on prod, I was unable to successfully hit people (the cannon ball did not damage their boat).
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  23. clonetrooper1019 - spleef. May want to consider rebranding this something not so closely related to Minecraft. I need to play the production version more to understand what sorts of control adaptations might need to be made.
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  25. BRIANO10 - USSF Forward Operating Base. We may need a LITE version of this without vehicles. Similiar feedback to Borderline.
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  27. Simoon68 - marble ride. We need to make the play experience more interactive - I tried it on production and I didn't seem to have any control over the ball at all. We should shoot for a single level with several tracks of differing difficulty.
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  29. HatHelper - The Conquerors. I don't know how the CEO is going to feel about this one, since it is a pseudo 3D game. If we do go with it, we need a LITE version. I tried playing on prod and I was told I would have to wait 90 minutes for the next game to start. Would it be possible to build a version of this game that could be played in 5 minutes?
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  31. Luckymaxer - Temple Run. Trademarked on iPad, so we need to rename it. Need to replace terrain with parts. Several tracks would be good.
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  33. Jason5000 - Trials. Need something resembling a finished game. I think all the control-based puzzles will be much harder on iPad. I choose this one in part because I think the camera control issues will be challenging and it would be good to look at them.
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  35. robloxdaxter33 - Paintball. This one was on my original list, so I'm glad to have you on board. We played the production version on the iPad two days ago, and Simon keep getting shot by people he didn't see. I think maybe the field of view is smaller on the iPad. One thing that would help is a graphical indication of where your character is getting hit from. Might need a LITE version of this with fewer levels. If we get something in good shape, I can get the client guys here to fix the interpolation so things aren't as jittery when you're in first person.
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