What would you need to be in a game engine in order for you to atleast consider moving your Roblox game(s) onto a different platform?
Since I’m wondering what tools and features devs would need in order to migrate their game(s) off of the platform, like would it need to have some sort of peer to peer support to make up for the lack of free servers? Or would developers figure out a way to get servers for their game?
not a developer but the free servers is a major part of why roblox is a popular engine to develop on, other than that it’d be moreso personal preferences (like AO reusing roblox assets with different textures for a majority of the accessories)
So free servers and having Roblox assets is good, since you can use the assets for making games little bit easier to make, correct?
mostly the first one but yes there are a good bit of people who use roblox/public assets (which are also free), for the more inexperienced developers there’s also the AI thing but ive not many people using it so im not sure how good it is
roblox also has the particle stuff which is basically the bread and butter of AO, so yeah it has a lot of advantages (mostly for people who are too lazy or too poor to hire a modeler/vfx artist)
I think that I remember hearing somewhere that entry point uses a lot of Roblox assets for it’s maps.
i love free cloud storage
i dont really care about multiplayer since 90% of my game ideas are singleplayer games
my main issue is that i cant steal sound effects if its not roblox or im gonna get sued by john baldurs gate 3 sound designer
If you are making an online multiplayer game (like… every roblox game), then good luck getting any sort of playerbase when publishing your game on Steam.
At least on Roblox, games are free and some kids are bound to find your game and play. But a “real” game? Unless it’s high-budget live service game constantly being updated, you likely wouldn’t ever have players in your game. And even if you do hit a brief popularity trend like streamer games, it’ll last a few weeks at best.
One weird idea I just had was what if people could buy phone sized servers that can be plugged into your computer to host your own server on, and people who play a multiplayer game with you would need to have their own server in case the host goes offline for whatever reason, so that way you can’t just be kicked from a game without reason.
That is true, and unless said games were easily found on some sort of store page, and were free, it’d likely die out like you said.
i mean, this basically already exists (though idk about as small as a phone)
my friend set up one of these with her old laptop and just had every resource dedicated to hosting (since obviously she wasnt using it for anything else)
I’m not sure if I should ask this or not, but what did it cost if I may ask? Or could you tell me a brand of servers or something please?
well im not sure how to do it cause my friends the one who set it up but i know she did it with her old laptop and just hosted it locally on said laptop, so you can just use a second device (im sure there are probably just straight up servers you can buy instead of a whole new device, but just depends on what you have i guess)
and yeah i wouldnt know about any brands either since she just hosted it locally from the pc itself
Ah okay, it’d definitely be an interesting business model to have your customers/playerbase pay for the servers themselves.
Since it’s that or taking a huge cut from ingame sales, or forcing players to pay some sort of subscription thing to cover the costs of hosting servers.
Roblox is the only platform where you can reasonably develop and fund a successful multiplayer game that can actually make you money without necessarily needing to shell out thousands of dollars (as long as you know what you’re doing). Even as a very small (1-3) person team, it’s possible on Roblox.
I don’t think there is any other platform that comes even close to enabling a small team to create something genuinely playable without significant funding.
depends on what kind of game it is
ultimately a lot of it comes down to familiarity and being willing to learn new things (if you have a singleplayer game / game with mostly a singleplayer campaign). i’m lazy and working with godot is hard because i have so much muscle memory and experience with roblox studio that i can make almost anything i want but with godot i struggle with the simplest things. that’s not fun. i like making video game, not pain
I’m no developer, but I feel like a lot of why people are still going to stick with Roblox even post-enshittification is because the engine handles physics, lighting, and basic movement for you. In every other engine, you have to figure those things out yourself, and you might have to get through those first before actually programming the game itself.
This.
Roblox is often seen as awful due to its decisions and “limitations”, except all of those are taking it at face-value, take a wee bit deeper look and you’ll see what people are capable of, such as PoptartNoahh’s TTK game:
Without all the features of the Roblox engine, most of it wouldn’t be possible as easily as TTK, and multiplayer would just be a dream never to be fulfilled.
On top of that, due to the fact Luau is so easy to learn with documentation that is genuinely insane compared to other engines, it prepares you to eventually learn other languages such as C, C#, C++, et cetera, as you are aware of the underlying basics of how code is structured.
lets not underplay the fact that this is still extremely impressive for roblox standards, they clearly put a lot of effort into this game
but yes youre right