Inspiration
We inspired our game from multiple games like Portal 2, and the camera movement of Doom.
What it does
It's a portal game where players will be provided a tool in order to pass through multiple levels until they get to the source of a all the struggle.
How we built it
We built it in Roblox Studio, we made custom portal physics with raycasting and CFrame manipulation
UI/UX Design: in real time messages on the UI
Sound: we used sounds from other users in the internet as we didn't have time to create ours, but we still changed them a little bit
Procedural factory layouts using modular building techniques
Challenges we ran into
Maximum portals: an idea we tried to implement but broke the game too much, so it will be added in a later update Portal Rendering:
Solved "portal recursion" visual bugs using depth-limited rendering Optimized performance for high-speed portal traversal Multiplayer Sync: Developed custom state management for portal pairs across clients Factory Scale: Implemented chunk loading to handle massive industrial environments
Accomplishments that we're proud of
First Roblox game with "looping" portal time-warps Physics-accurate object teleportation
What we learned
Roblox's networking requires aggressive client prediction for fast-paced portals Mesh deformation > Part unions for performance-critical geometry
What's next for Void Fracture
Most likely a rework of the game once is submitted
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