One of my biggest tasks on the project was the implementation of the controls for manipulating the boots that are used to move around the pitch and kick the ball.
The player is able to rotate the boot to aim, charge up a shot and apply curve to a shot. Once the player releases the shot the boot is propelled forward at a velocity based on the charge power in the angle it's facing, then if the ball is hit by the boot it is propelled in the direction determined by the curve direction. While the boot is moving the player is also able to drift horizontally with the same controls used to turn the boot when stationary.
The players are also able to eject from the boot at any time which propels the player into the air, allowing them to navigate to another boot.
I was responsible for the implementation of both the PC and mobile controls for manipulating the boots.
I was responsible for the implementation of the leaderboard functionality to allow for player and country scores to be stored, updated and displayed based on players' participation in games.
Players earn score through a number of different actions including striking the ball with the boot, scoring goals and winning the game. Once the game ends each player's score is added to the leaderboard, by either adding the player to the leaderboard datastore if the player is not yet present or updating the player's position on the leaderboard if they beat their previous best.
There is also a country ranking leaderboard which displays the number of games won by players based on their selected country.
I implemented the functionality for the player's HUD and many of the other GUI elements throughout the game.
The bar on the right side of the screen was scripted to display the strength of the kick. The bar fills as the player's mouse is dragged upwards or the player's finger swipes upwards (depending on PC or mobile) to signify the power at which the boot is launched forwards.
The ball above the charge bar was scripted to display the direction and strength of the curve applied to the ball when hit by the boot. The ball rotates to signify the direction and rotates further to display the power that is applied to the curve.
I was tasked with the implementation of the Robux store which allows players to purchase powerups, clothes and in-game cosmetic upgrades.
The powerup functionality allowed players to purchase powerups which gave them a temporary edge over other players. Specifically, players can purchase powerups which allow them to apply more power to their shot and apply more curve when curving the ball.
The shop also allowed players to purchase clothing items from the avatar marketplace to customize their avatar with.
Players could also purchase in-game cosmetic items such as alternative boot trails, alternative boot textures and alternative ball models. Once a player purchases an in-game cosmetic it is added to their inventory, which is stored in a datastore which allows for the purchased items to be saved across game sessions. Players are also able to toggle cosmetic items on and off via the wardrobe tab in the store.
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