Book Image

The Ultimate Roblox Game Building Cookbook

By : Taylor Field-Draper
Book Image

The Ultimate Roblox Game Building Cookbook

By: Taylor Field-Draper

Overview of this book

Roblox is a massively popular online gaming platform, but it can be challenging to maneuver for beginners who don’t know where to start, as well as seasoned developers who tend to struggle with limited scripting tools that make transitioning from other platforms such as Unity more difficult. The Ultimate Roblox Game Building Cookbook is an invaluable asset for any Roblox developer looking to take their skills to the next level. With a wide range of recipes, this Roblox book covers everything from the basics of game development on the platform to advanced techniques for creating immersive experiences. As you progress through the chapters, you'll gain a deep understanding of the proper workflow and building methods that will enable you to create extraordinary virtual worlds. You'll gain insights into creating complex game mechanics, such as multiplayer games, working with textures, and special effects in games. This cookbook will also provide you with tips from top Roblox developers, as well as valuable guidance on how to monetize your games and stay up to date with the latest trends in the Roblox development community. By the end of this book, you’ll have gained a comprehensive understanding of Roblox game development and design.
Table of Contents (13 chapters)

Finishing the map

For the final recipe of the chapter, we will be going through the last process needed to finish building a successful and stylistically attractive PvP map – polish. We will be up-ressing the quality of the map from graybox to polished, as we did in the Adding volumetric lighting recipe to increase the fidelity of the buildings and walls. At this time, we will also replace the grayboxed props with their final assets and finish off by coloring and applying materials across the map.

Getting ready

You will need to insert the Chapter 8 model pack onto the baseplate or use assets that we created previously in Chapter 1, such as crates, cacti, tables, and desks.

How to do it…

To begin, we will be using primitive-shaped parts to layer on ledge details and extrusions to buildings and main walls around the map. We will then go inside and add baseboard and ceiling board to the building interiors. Next, we’ll replace the grayboxed props with the...