Roblox Sinking Simulator

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Cube Simulator is the latest project from prolific 20-year-old developer TheAmazeman, who many ROBLOX members know as the creator of ROBLOX Titanic. The game randomly chooses one person per round to have control over a miniature cube-shaped planet, and it’s that person’s job to use rotation and disorientation to knock everyone else off the cube and into an endless abyss. There is no up, down, left, or right; only gravity plucking players off the cube as it turns in whatever directions the maniacal controller wants it to go. It’s simple, but the game leverages physics and the popular one-versus-all game design so well that it has quickly caught the attention of players, developers, and even our staff. We asked TheAmazeman several questions about what sparked the game idea, the technical implementation, and what’s in store for Cube Simulator’s public release later this month.

ROBLOX: What is the underlying concept of Cube Simulator – who does what, and what are their abilities?

TheAmazeman: Cube Simulator runs on the concept that a six-sided themed map is rotated in different ways. Perception of gravity gets mingled as you, the person on the cube, are trying to survive.

Each round, one person is chosen as the controller, with the goal to strategically rotate the cube so that everyone falls off within a confined time limit. The controller is placed in a UFO, and has the ability to circle around the cube.

The people on the cube, called “cubers,” are not only trying to survive, but also trying to collect pieces of gold. When a cuber collects a piece of gold, they receive a gold gun, as well as the game’s currency. With a gold gun, the cuber can shoot the UFO, dealing damage. The cubers as a group have the goal of shooting the UFO until it explodes. If the UFO explodes, the controller dies and the cubers win!

The controller can circle around the cube to dodge gold bullets as well as find out where cubers are hiding. If all the cubers fall off the cube, the controller wins!

ROBLOX: How did you come up with the idea for Cube Simulator?

TheAmazeman: The concept of map objects rotating has been around for a long time in ROBLOX. ROBLOX Titanic is a good example. As the ship sinks, it is possible to walk up walls that previously were impossible to walk up. I recently came across the concept of easy map rotation as I was trying to find a new method of sinking ships.

I started what is now known as Cube Simulator in August. Early on I thought I was going to make a quick obstacle course game where everyone would try to stay on the cube-world as it flipped upside down. Then I started playing with the concept that someone could be controlling the rotation from outside of the cube. Some of my dedicated Twitter followers and fans on ROBLOX helped me test the game, and said the cubers needed something to do. I took the feedback, and thought of a way to add a risky aspect to the game. I added gold and allowed players who picked up the gold to shoot the UFO. The game was designed while being developed, and I think that made it more successful than if I had not put it up for paid access to get the feedback from dedicated and invested players.

TheAmazeman is crowdsourcing map designs. Pictured here: “Roboto” by asimo3089.

ROBLOX: What made you decide to make a game outside the typical genre bounds (shooter, RPG, murder, etc.) and what players are already familiar with?

TheAmazeman: When I start a new ROBLOX project, I want to make something I will be interested in for the duration of the development. I am interested in the concept of murder games, but I didn’t want to take a stab at making one myself. Instead, I made Cube Simulator inspired by some aspects of murder games. I really like Murder Mystery’s map voting system, so I made my own for Cube Simulator. I like the queue system for becoming murderer in The Mad Murderer, so I used a queue system for picking cube controllers. Even the asymmetric concept of Cube Simulator fits the same vibe as Murder games. One person has a ton of power, while the others are running around trying to survive. The cubers are able to get a “gold gun” to stop the controller from winning. This is new gameplay for general game concepts that are very popular among ROBLOX players.

I am interested in the concept of murder games, but I didn’t want to take a stab at making one myself.

ROBLOX: Cube Simulator gives the controller a sense of power – the ability to manipulate the game world – that not many (if any) other games offer. How did you implement this functionality in the game?

TheAmazeman: The controller is able to rotate the cube using WASD, and navigate around the cube using Q or E. Each key out of WASD is tied to which direction the cube rotates for as long as that key is held down. This means even if the controller circles around the cube, the key’s rotation direction stays the same to avoid confusion.

My code takes keyboard input from the player, and matches WASD to 1,2,3,4 as it passes one integer value into server-side code, which determines which way to rotate the cube. In more detailed terms: if a player presses and holds down W, client-side code passes 1 (using ROBLOX Remote Events) into a server-side function that checks what integer value was passed, and rotates the cube accordingly. I also allow the game to be played on tablet devices, using touch buttons in place of WASD.

ROBLOX: What do you think is the coolest technical feature, from a scripting or physics or general development perspective, you’ve implemented in Cube Simulator?

TheAmazeman: I think the concept that every stud of the map matters is the coolest aspect of Cube Simulator. In other games, and rightfully so, you can’t be standing “upside down” on a tree branch. Or walk up building walls, or do parkour through a downtown structure as it rotates. Another cool aspect is I allow players and builders to submit maps. I created a system using InsertService and LoadAsset so that all of the maps in the game are hosted in my models, instead of being stored in the game. This allows me to add as many maps as I can, including tons of player-made maps.

In other games, and rightfully so, you can’t be standing “upside down” on a tree branch. Or walk up building walls, or do parkour through a downtown structure as it rotates.

In Cube Simulator, sometimes standing on the underside of a tree’s foliage is a necessary survival tactic.

ROBLOX: How do you strike a balance between making the game challenging and fun for both the controller and the cubers?

TheAmazeman: Striking a balance has been a tough design process so far. I showed this game the Video Game Developers Club at my university, and someone asked me, “How often do you want the controller to win vs. how often you want the cubers to win?” I did not have a specific answer because I do not know. I want the game’s winner to be the result of player skill, not by a formula I try to craft. I do know that some maps will be easier for the cubers to win, and some will be easier for the controller to win. I am working to keep the balance improving by adjusting the UFO health, the cubers walkspeed, and cube rotation. One thing I will not do is allow players to buy faster walkspeed, faster controlling of the cube, or more health, without it balancing out something else by lowering a different stat. This implies the idea of “UFO Classes” or “Cuber Classes,” which would allow players to buy unique classes. An example would be Classic vs. Scout for the UFO Controller. Scouts would have a faster rotation around the cube to dodge bullets more easily, but their health would be lower to compensate.

ROBLOX: Why did you decide to launch Cube Simulator in Paid Access mode?

TheAmazeman: I launched Cube Simulator as a Paid Access game because I noticed that when bringing a new concept to ROBLOX, launching as a free to play game can be detrimental to the game’s potential. People who buy access to a game are more invested in it from the start, and that is perfect for introducing a new concept. The first few people who bought Cube Simulator got to see the extremely early development of it, and actually influenced what the cubers are able to do on the cube. Having game design conversations with people invested in your game is one of the coolest parts about being a ROBLOX developer. I talked with many players early on, and the outcome was adding Gold at risky locations and a gold gun to shoot the UFO, which creates something for the cubers to do other than frantically run around the cube trying not to fall off.

Having game design conversations with people invested in your game is one of the coolest parts about being a ROBLOX developer.

ROBLOX: What do you have in store for the future? Is there a public release date on the horizon and promises of new gameplay features?

TheAmazeman: Cube Simulator will be out of beta and free right in time for the holidays, on December 25th!

Until then, I will be working hard to make the most out of all the awesome feedback I have received from the game’s beta testers! There are a few things that will need to be out before the game is free to play.

  • Creating a combo/reward system for the UFO controller. (I.e., if the controller forces two people off the cube within 20 seconds, they get a laser gun. Shooting a laser at a structure will break off a chunk. This will allow the controller a chance to win if someone is relying on a tree or a building to survive at all times, while keeping the cubers on their toes at all time, not knowing if they will be targeted.
  • Adding a huge library of hats and gear items that players can buy in-game for Gold.
  • Creating a spectate system. It is common design sense to add a spectating system, and it will be out before free release on December 25th.
Roblox

ROBLOX: Why do you think Cube Simulator has been successful in its early stages?

TheAmazeman: I can’t say I know what it’s like to see this concept for the first time. But I can get a pretty good idea by watching Cube Simulator YouTube commentaries. I’ve enjoyed watching The Next Level play sessions of it, as well as watching Bereghost and his family play it. All of the reactions are helpful for me understanding how the game’s concept reaches people.

I think the concept of Cube Simulator is so new for any game, and ROBLOX as an engine hosts the concept so well. Once it was out there on the Paid Access game sort, it was no question that people were going to see the thumbnail and wonder how it all works. There are also two trailers for the game, so players can see gameplay before making the 26 ROBUX investment. If you can’t afford the beta tests, keep an eye out for it later this month. The release is December 25th!

Make sure to “favorite” Cube Simulator so you know when it goes free-to-play later this month. For those of you with a 26 ROBUX to spare, you can buy access to the beta version of the game today and watch as TheAmazeman continues to tune gameplay and add new features!

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Roblox Sinking Simulator

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