I’m Back!

Hey everyone. It’s been quite a while; this is going to be your standard sorry-for-not-posting-as-often post. Way back in August last year when I started making posts on this blog about Juggernaut II, I was accepted into the Accelerator Program at ROBLOX. To focus on my internship, I set down my current project, Juggernaut II, and this blog along with it. Since then I’ve had two major projects on the ROBLOX platform, so I had plenty to do in the meantime.

I recently ran a quick poll on Twitter asking my followers if they would be interested in this blog starting back up. Additionally, I also asked what sort of content my followers would like to see. The results were as follows:

(Oddly enough, more individuals cast their opinion in the second poll than the first, but I’m not going to question that…)

It seems to me that my audience wants me to return to my roots of providing scripting help materials for the ROBLOX community, with a equal sides of problem-solving posts (like the Juggernaut II ones) and small demo games. I recently created a cheat sheet and tweeted about it – and I was astounded at the response. With nearly 100 retweets and 150 likes on the tweet alone plus over 1,000 page views on the cheatsheet itself, I’m confident to say that I can put out some useful resources on ROBLOX scripting. However, I’m still unsure which kinds of resources I will be putting out, whether they are guides, tutorials, cheat sheets, references or a mix of those.

I certainly have a lot of insights to my projects I’ve worked on since last August that I would like to share as well: between development of Mirror Muse and Fisticuffs!, there’s an endless supply of things I could expound upon for anyone learning the art/science of game design. Concerning milestones on my projects specifically, I will most likely not write dedicated milestones posts, but rather tack on that information at the end of other posts as side info about my going-ons.

I want to thank everyone who follows me on Twitter for their support and all those who voted in my blog interest polls. I’ve been itching to get back into blogging my explorations in game design for a while and I’m finally committing to it.


Juggernaut 2: Jump Limits

Jumping around in the redone lobby of Juggernaut 2.
Jumping around in the recently redone lobby of Juggernaut 2.

Jumping. It’s an intrinsic mechanic to ROBLOX games that involve the default character figure. Unfortunately, jumping is one of the most unhealthy mechanics to have in a game like Juggernaut 2 that involves projectile shooting. In this post, I discuss how I take control of this mechanic and make it healthy for Juggernaut 2.

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Juggernaut 2: Beginning the Remake

I’ll kick off my blog’s content with a post about my current project on ROBLOX. It is a remake of Juggernaut, my game from two years ago which won Best Co-op of 2013. Until now, the game was known as Project Naughty Wolf to keep it relatively unknown.

Screenshot of Juggernaut 2 development
Screenshot of a testing session of Juggernaut 2. Names and chat blurred for privacy.

Continue reading “Juggernaut 2: Beginning the Remake”

Hello, Internet!

Hello, everyone! Welcome to my shiny, brand-new blog!

I’m going to use this blog to take note of all my adventures in game design. This blog will be treated it like a public diary for anyone to read. I will record the fun challenges and subtleties that I come across when making my own games, and perhaps provide some commentary on the games that my peers are making. More specifically, my activities on ROBLOX will be documented here.

My previous website (the one I designed and coded myself from scratch) can still be found at http://ozzypig.com/old. I’m not sure how long I will keep it up, but I will merge some of the more important information to pages on this WordPress blog.

If you’re also a game developer on ROBLOX.com, then you’ll want to keep an eye on this blog. Or rather, if you’re a game player on ROBLOX, you might also want to read to see how there is more to ROBLOX games than meets the eye. Whether a game player or game designer, I promise you that what you’ll find here will be pertinent to your interests.

So, if you’re ready, take a journey with me. I’m sure it will be a wild one.


P.S.: A quick disclaimer: I don’t claim to be extremely knowledgeable on game design or writing. I will allow my ethos to speak for itself. My thoughts may not always come out clearly, but I always strive to be more concise. I’ve passed college-level writing courses, so hopefully they will serve me well as I try to communicate my thoughts.