gabe.petitt

Half Life inspired ROBLOX project

A friend of mine reached out to me to work on a Half Life inspired--the Valve game--simulator game for ROBLOX. I was the sole programmer on the project for a while, until I had to cease my portion of development to maintain my academics.

Gun System

The guns for this game went through an incredible amount of iteration. Working with the owner of the project, we'd spent probably two to three months tweaking the initial design, adding more features for muzzle effects, recoil and auto-aim, bullet tracers, etc. As of now, it's probably one of the most outwardly impressive systems I've developed on this platform, simply because of how much effort went into the looks.

Money Printers

This game was inspired in style by DarkRP servers from Garry's Mod, a Half-Life 2 sandbox derivative. Most of those servers have some illegal way to make money which also serves as an incentive for other players to raid your base and take your items, and those can be money printers, bitcoin miners, money clickers, or various other implements. I took inspiration from a particularly accredited server plugin which adds advanced features to printers, such as overheating, printer racks, and upgrades.

Building System

The building system for this game took very little time to prototype, though this probably would have undergone its fair share of iteration after this initial design. Building in this game is inspired by another ROBLOX title, Electric State DarkRP, wherein you can claim a plot and build with prefabricated assets to construct a base which can be raided by others. The plots are not predefined, however, and their center is determined by one particular building prefab which one places down to declare their base. I worked on making the building controls intuitive, with ROBLOX Studio-like moving and rotating plus some axis-locking to make it easier to build in 3D.

Apartments

The apartments for this game were fairly straightforward, and I had designed similar systems for several games in the past. Buying a door, or set of doors, gives you access to lock and unlock them, and you can revoke ownership if you want to purchase another set of doors.

Interaction GUI

For interacting with objects in this game, I took inspiration from a similar system I designed in the past, which was also based on a system from a game called Blacksite: Zeta. Default ROBLOX methods of interaction include ClickDetectors, which, for backwards compatibility, still have very legacy behavior, or ProximityPrompts. I opted not to use ProximityPrompts despite their customizability, since the interaction prompt was meant to follow the mouse so it was easiest to see the things you were interacting with, since they could be of various sizes and locations.