Inspiration
We were inspired by the CBBC show Trapped, as we really enjoyed it and thought it would transfer well into an online game. Also we enjoyed playing Roblox games and one of our members is an experienced Roblox game developer so we thought it would be a good opportunity to learn together and from them.
What it does
The game currently consists of a welcome Lobby and a single minigame. Players wait in the lobby until there are enough players (3+) before teleporting to the minigame. In the minigame one person is randomly assigned as the traitor and they are shown on the screen which of the 3 doors in front of them is a trapped door. The team must go through 5 sets of 3 doors (with one door of each 3 being trapped) within 65 seconds. Players must stand on pads in front of the doors to open them, with a majority amount of players needing to stand in front of a door for it to open. If they go through a trapped door then they are transported back to the start of the map. At the end of the round pictures of the players appear onscreen and each player must choose who they think is the Traitor. If the team complete the challenge then regardless of the vote the traitor looses and doesn't progress to the next round, however if the traitor won then the person with the most votes doesn't progress any further.
How we built it
We built the game on Roblox Studios, the custom Roblox IDE. The language used was Lua, however we also used Blender, Paint and Music software to create assets used in the game. We split up the programs into lots of folders to separate client and server side scripts and to try and ensure that server scripts were secure and the game couldn't be hacked from the client side. We each took small sub problems and worked in a collaborative workspace on Roblox Studios.
Challenges we ran into
It was very difficult managing which players were active players in rounds and which were just players waiting in the lobby, and sending them Remote events appropriately . Also considering all the edge cases and making them accounted for was challenging. Overall it was most difficult communicating within the team where and how certain pieces of code were done, so we could then effectively call/use them in other pieces of code. This led to development being much slower than expected and only making one functional minigame.
Accomplishments that we're proud of
We are proud that we managed a fully functional minigame and the framework to easily build more minigames into the game, as the rest of the game mechanics are made and used within every potential round. Most of all we are proud that the majority of the team went from 0 experience on Roblox Studio and writing in Lua, to being able to produce and functional and playable game.
What we learned
We learned a lot about Lua and the objects and functions provided by Roblox. We also learnt a lot about the flow of data and code between the client and server and how to fire and invoke events as needed.
What's next for Traitors Roblox Game
We plan to expand the game by adding more minigames, allowing a group of players to slowly be reduced down to two players before having a maze finale to decide the ultimate winner. Winners of big games will be able to earn keys that can then be used to purchase items in the in-game shop.
Built With
- lua
- roblox
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