Blog
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Preview Our In-Game Wardrobe Change Interface
ROBLOX is working on a new feature that lets players change their character’s clothes and preview their appearance in-game . User Experience Engineer Ben Tkacheff is here today to demonstrate the interface he developed and offer some insider inf...
| May 4, 2012 -
Building a Cutting Edge ROBLOX Website
At ROBLOX, we believe user experience is of the utmost importance. Today, ROBLOX Software Engineer, Navin Lal, tells us about how ROBLOX is building a faster, more responsive website with the help of MVC and a new pagelet architecture.
| May 02, 2012 -
User Feedback v2
This week in our user feedback post, we have more great requests from ROBLOX players that we want to highlight and discuss. As a reminder, we asked users for their top three ROBLOX feature requests a few weeks ago.
| May 01, 2012 -
Weekly ROBLOX Roundup: April 29, 2012
Every week, we’re busy telling the stories behind our platform, our technology, and our place in the gaming and technology industries. For those of you who catch up with ROBLOX over the weekend, the Weekly ROBLOX Roundup collects the best stuff ...
| April 29, 2012 -
Emergence in ROBLOX: Hard to Define, Easy to See
In gaming, emergence happens when players use a game’s basic systems in a way that is unexpected, unpredicted and unique. It’s built into the entire ROBLOX platform; users have the freedom to create almost any type of game, experience games,...
| April 28, 2012 -
ROBLOX Users Can Now “Age Up”
You asked and we delivered: ROBLOX users can now set their date of birth on the ROBLOX website. This is an important feature because it allows users to take advantage of social features when they turn 13, while still keeping us in compliance with ...
| April 27, 2012 -
Character Explorations v2
Last month, ROBLOX released a preview of potential body, head and face components for new ROBLOX characters . Today, we will show you the 3D renderings of heads, bodies, arms and hands that we have been exploring. Because we want to know what...
| April 26, 2012 -
A Deep Look at ROBLOX’s Buoyancy and Water Physics
Boats. Waterfalls and geysers. Swimming and diving. Flowing rivers and deep pools. With version 1.0 of ROBLOX’s buoyancy and water physics, carefully crafted and researched by our Physics Team, these things are not only possible, but also realistic.
| April 24, 2012 -
A Deep Look at ROBLOX’s Buoyancy and Water Physics
Boats. Waterfalls and geysers. Swimming and diving. Flowing rivers and deep pools. With version 1.0 of ROBLOX’s buoyancy and water physics, carefully crafted and researched by our Physics Team, these things are not only possible, but also realis...
| April 24, 2012 -
Weekly ROBLOX Roundup: April 21, 2012
Every week, we’re busy telling the stories behind our platform, our technology, and our place in the gaming and technology industries. For those of you who catch up with ROBLOX over the weekend, the Weekly ROBLOX Roundup collects the best stuff ...
| April 21, 2012 -
User Feedback v1
In order to prioritize our development pipeline, we posted a blog two weeks ago opening the discussion to our users about their a for ROBLOX. While we are still carefully reading each reply, we wanted to point out a few exceptional responses, along with our developer feedback, so you can see what we are working on. Below we have selected several great comments from our players. John Shedletsky, ROBLOX’s Creative and Content Lead, provides his response in italics.
| April 20, 2012 -
ROBLOX Users: An Essential Part of Our Development Team
We recently a our extensive testing infrastructure and showed how various systems are checking ROBLOX’s code for errors and regressions at just about all hours of every day. But get this: But get this: that wasn’t the full picturethat wasn’t the full picture .. ROBLOX also has an experienced community of user testers, who round out our otherwise mechanized testing platform with good, old-fashioned – but no less vital – human interaction, and usually learn a few things in the process.ROBLOX also has an experienced community of user testers, who round out our otherwise mechanized testing platform with good, old-fashioned – but no less vital – human interaction, and usually learn a few things in the process.
| April 19, 2012 -
Screen Some Great Video Trailers
We knew ROBLOX users were capable game designers, but it wasn’t until we aour media gallery feature that we realized our users are solid cinematographers as well. In the days since we allowed users to begin promoting their games with video, we’ve seen more than 250 submissions, running the gamut from carefully crafted to suitably dramatic to oddly funny. Look no further than here for some video-trailer inspiration. You might even pick up some useful tips, too.Look no further than here for some video-trailer inspiration. You might even pick up some useful tips, too.
| April 18, 2012 -
ROBLOX Takes on Phishing Sites
Phishing has been a problem since the inception of the internet, and in 1995 the term was first coined in a README doc for a popular hacking tool targeting AOL users. Recently, ROBLOX has seen an increase in phishing sites, and we wanted to communicate how we approach these sites. Phishing is a common method of online identity theft, and in our continued effort to make ROBLOX as safe as possible, we will be taking serious measures to ensure the security of our players. ROBLOX will press charges and utilize law enforcement to take down any phishing sites that threaten our site’s security.
| April 16, 2012 -
Picking Up the Pieces: April 14, 2012
Every week, we’re busy telling the stories behind our platform, our technology, and our place in the gaming and technology industries. For those of you who catch up with ROBLOX over the weekend, Picking Up the Pieces collects the best stuff to h...
| April 14, 2012 -
Weekly ROBLOX Roundup: April 14, 2012
Every week, we’re busy telling the stories behind our platform, our technology, and our place in the gaming and technology industries.
| April 14, 2012 -
Base Wars’ Level Design, from Concept to Completion
We’ve a you to ROBLOX Base Wars version 1.0 and a how a created its highly responsive weapons using raycasting techniques. Now, we’re rounding out the trio of Base Wars development stories with a look at the game’s level design. Loosely inspired by a classic Counter-Strike level (de_Dust2, to be specific), Base Wars’ map is designed to give each team a fair chance to take control of any of the three capture points. That’s not to say it’s perfectly symmetrical; for instance, the blue team’s base is Loosely inspired by a classic Counter-Strike level (de_Dust2, to be specific), Base Wars’ map is designed to give each team a fair chance to take control of any of the three capture points. That’s not to say it’s perfectly symmetrical; for instance, the blue team’s base is furtherfurther from the capture points, but they have the advantage of from the capture points, but they have the advantage of elevationelevation – particularly conducive to the game’s Sniper class. Each capture point is located in a small, open arena, where combat is almost guaranteed, and connected by narrow, winding paths. – particularly conducive to the game’s Sniper class. Each capture point is located in a small, open arena, where combat is almost guaranteed, and connected by narrow, winding paths.
| April 13, 2012