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Development log
8 Ball Duels - build log
49 days of development.
Start development -
Day 1
- Create 2D physics engine
- Render scene in 3D space
- Adjust ball feel to be more satisfying
- Add foul rules
- Decision to remove some foul rules to appeal to larger audience
Day 2
- Higher quality models
- Cue sticks
- Pool tables
- Ball models
Day 3
- Match result UI
- Pocket ball animation
- Shadow under all balls
- LAN gamemode
- Aim prediction line calculations
Day 4
- Main menu
- Global matchmaking system based on win rate
- Playtested
- Fixed gameplay bugs
Day 5
- Improved UX content
- Fixed networking visual bugs
- Playtested
- Fixed bugs
Day 6
- Mobile controls implemented
- Improve UI colours
- Fixed global leaderboards not displaying
- Removed old UI elements
- Improved UI visuals
- Implemented ball hit sfx
Day 7
- Programmed AI opponents and made it a mode
- Improved game feel
- Added more sfx
- Improved UX
- Fixed bugs
Day 8
- Added settings UI
- Refined AI bot behavior to mimic human behavior
- Added play with friends mode
- Added more menu and gameplay sfx
Day 9
- Shop with crates that you can open for skins
- Inventory displaying owned skins
- Improved loading transition
- Seamless play by replacing opponent with bot if they leave
- Bug fixes
Day 10
- Allow players to change settings mid-game
- Improved cue ball spin UX
- Bug fixes
Day 11
- Game finalizing steps
- Added score vfx
- Locked venues until they win 5 times
- Cue ball in hand guidance vfx
- Sfx adjustments
Day 12
- Onboarding tutorial created
- Testing onboarding experience
- Bot improvements
Day 13
- Onboarding adjustments
Day 14
- Onboarding improvements
- Bot improvements
Day 15
- Improved multiplayer matches game feel
- Fixed matchmaking bug
Day 16
- Increased replication from 30hz to 60hz
- Fixed cue ball bug
- Nerfed the rookie and amateur bots
- Multiplayer matchmaking seamless loading method
Day 17
- Added trickshot mode
- Shareable trickshot code
- Improved UI fitment
- Mobile aim improvements
- Public playtest
Day 18
- Added console compatibility
- Fixed balls caching bug
- Public playtest for console
- Large public playtest for all platforms
Day 19
- Finalize game configuration for release
Release -
Update 1 - Day 1
- Improved controller aim settings
Update 1 - Day 2
- Fixed onboarding bug
- Added analytics for the onboarding steps
- Improved onboarding engagement
- Improved UI fitment
- Added console micro aim adjustment controls
- Friend invite pop up
Update 1 Published -
Update 2 - Day 1
- Implemented monetization systems
Update 2 - Day 2
- Chests are rewarded from playing
- Reduce 11% churn rate on power charge step
- Improve console controls
- Faster online matchmaking queue times
Update 2 - Day 3
- Improving the game over sfx
- UI refinements
- Testing
Update 2 Published -
Update 3 - Day 1
- Discovered onboarding bug
- Fixed onboarding bug
- Tested
Update 3 Published -
#1 Pool Game on Roblox -
Update 4 - Day 1
- Loading screen stuck fixed
- Immediate client game simulation
Update 4 - Day 2
- Changed the pocket position
- Added haptic feedback
- More analytics
Update 4 - Day 3
- Added world pass gamepass
- Removed weekly leaderboards
- Converted inventory system to a 3D selector
- Improved onboarding
- Changed bot
- Better VFX + SFX
- Test
- Bug fixes
Update 4 - Day 4
- Testing
Update 4 Published -
Update 5 - Day 1
- Removed chest system
- Added 3 card variable reward
- Improved onboarding rewards
- Improved monetization
- Added second currency
- Weekly quests
- Adjusted the pocket position
- Friend invite rewards
- Added 6 new cue sticks
- Bug fixes
Update 5 - Day 2
- Converted online matches to be bot matches
- Changed the online match country list
- Tested
Update 5 Published -
1000+ Concurrent -
Update 6 - Day 1
- Added like rewards
- Added 4 new cue sticks
- Added cue stick set in shop
- Improved matchmaking experience
- Improved main menu UX
- Improved bots
Update 6 Published -
Update 7 - Day 1
- Removed the weekly quest system
- Added battlepass quest system
- Added battlepass reward system
- Created battlepass pop up UI
Update 7 - Day 2
- Added 8 new pool tables
- Added 6 new cue sticks
- Balanced cue stick stats
- Fixed pool table replication bug
- Gave starter pack a 1 day timer
- Improved UX
- Balanced battlepass rewards
- Balanced battlepass quests
Update 7 - Day 3
- Added tier 5 cue stick
- Added battlepass quest button in match
- Testing
Update 7 Published -
Revenue 2x -
Update 8 - Day 1
- Added 4 new Astra cue sticks
- Updated the Galaxy set to be the new Astra set
- Increased limited quantity for new set
Update 8 - Day 2
- Created the Astra pop up
- Testing
Update 8 Published -
Update 9 - Day 1
- Removed wagers
- Improved UI
- Improved bot behavior
- Catch up mechanic
- Low power usage
- Pick up cue ball movement is more natural
- Fixed pocket 8 ball on break bug
Update 9 Published -
10,000 CCU -
Update 10 - Day 1
- Added a stats menu
- Adjusted the bots to play worse or better based on your win rate
- Increasing amount of bot parameters
- Bots have a personality
- Bots can now use cue ball spin
- Gave the bot the ability to break on match start
Update 10 - Day 2
- Improved bot miss
- Bots can now offer you a rematch
- Reduced coin drop amount
Update 10 Published -
Update 11 - Day 1
- Added Trickshot Pro Challenges trickshot builder and features
- Added trickshot level list
- Added trickshot publishing and browsing
- Added trickshot sort options
- Most favourites
- Most plays
- Newest
- Improved trickshot custom table appearance
- Added input sink to pop up menus
- Added trickshot level star rewards
- Added pack opening system
- Improved bots
- Improved star rewarding system
- Main menu active onboarding improved
- Fixed visual bugs
Update 11 - Day 2
- Improved UX
- Created new thumbnails
- Published new thumbnails
- Fixed trickshot mode bugs
- Improved trickshot visuals
- Improved UI
- Added guidance in the main menu
- Added 25k like reward cue stick
- Added 4 new cue sticks for the gift unboxing
- Balanced bots
- Improved bot behavior
Update 11 - Day 3
- Balanced bots
- Reviewed code
- Improved trickshot builder
- Adjusted requirement to publish trickshots
- Public test
- Fixed bugs
Update 11 Published -
Update 12 - Day 1
- Added 9 ball gamemode
- 9 balls to pocket
- New rules
- How to play pop up
- Winstreaks
Update 12 - Day 2
- Improved the 9 ball UI
- Made the ball highlight more clear
- Fixed 9 ball rules
- Added foul reason notifications
- Started 14 day season countdown
- Added country selection for 9 ball
- Improved UX
Update 13 - Day 3
- Improved UI
- Added 9 ball friend challenges
- Added 50 more trickshot levels
- Added VIP gamepass
- VIP cue stick
- VIP pool table
- VIP name tag
- Added 7 new cue sticks
- Added new main menu background
Update 13 Published -
Update 14 - Day 1
- Added gifting of developer products
- Reworked the inventory system
- Improved the rewards at the end of a match
- Added daily rewards
- Improved bot behavior
- Added bot matchmaking if no player is found within 30 seconds
- Added an emotes menu during matches
- Added calling pockets on shots
- New countries to play in
- Made it so that countries are unlocked by level rather than wins
- Made it so that countries reward a cue stick when you win 10 times
Update 14 - Day 2
- Countries now reward a lootbox when you win 10 times
- Added achievements menu
- Wins in multiple tiers and rewards
- Balls pocketed
- Create a trickshot
- Reach level in trickshots
- Games played
- Beat bot
- Gift robux
- Rebalanced all the countries
- Improved the UI
- Rebalanced the bots
Update 14 - Day 3
- Added analytics for player win rates
- Added analytics for opened menus
- Added analytics for game type played
- Tested
- Improved UI
Update 14 Published -
Bullet Dodge - build log
9 days of development.
Start development -
Day 1
- Map generation
- Charge up bullets that shoot out a more dangerous bullet
- Knockback and take damage
- Round handler
- Queue pad system
Day 2
- Wall destruction when shot
- Falling off the map loses the round
- Broken walls are affected by gravity
Day 3
- Testing multiplayer
- Added power ups
- Added dashing with invincibility frames
- Charge up bullets changed to fire multiple normal bullets
- Split map into blue and red halves
- A/B testing to see gameplay
Day 4
- Added power up shop
- Power ups are now pick ups instead of F to use
- Power ups can synergize like 2x bullets and 3x bullets
- Added sfx
- Added vfx
Day 5
- Public prototype test
- Replication improvements
- Global matchmaking
- Teammate mode
Day 6 - Idea change
- Changed the game to be 1v1 shooter vs dodger taking turns best of 5
- Public prototype test
- Fixed loading bugs
- Balancing
- Changed the game to be 1v10 shooter vs dodgers last one standing wins
- Added build a block tool
Day 7
- Improved game feel
- Removed legacy power ups
- Added bots for the new gamemode
Day 8
- Added weapon skins
- Added crate to unlock weapon skins
- Bug fixes
Day 9
- Improve game feel
- Made bots feel more human
- Added lobby training zone
- Bug fixes
- Idea scrapped
Soccer Freekick Duels - build log
9 days of development.
Start development -
Day 1
- Game design document
- Aim system
- Power system
- Prediction line
- Goalkeeper AI
- Freekick opponent AI
- Wall of players
- Goal types
- Goal
- Mini goal
- Crossbar
- Balloons
- Player level
- Quest system
- Pack opening system
- Athlete cards
- Index
- Booklet with all player cards
- Branding
- Name
- Thumbnail
- Icon
Day 2
- Stadium
- Card designs
- Gamemodes
- Main menu
- Trickshot builder
- Stats menu
- Onboarding tutorial
- Net deformation
- UI
- HUD
- Quests menu
- Index menu
- Athletes menu
- Trickshot builder menu
- Improved UX
Day 3
- Improved UI
- Improved matchmaking
- Improved onboarding
- Skillpoint system
- Improved game feel
- Finalizing game configuration
- Balanced the athlete card pack drop rates
- Tested multiplayer
- Controller testing
- Mobile testing
- Bug fixes
Day 4
- Improved UI
- Added knuckle ball
- Multiplayer test
- Fixed bugs
Release -
Update 1 - Day 1
- Kick replay
- Cinematic camera
- Shows timer
- Shows ball speed
- Skip button
- Transition screen
- Increased the size of the skill check
- Improved goalkeeper animations
- Improved wall animations
- Improved goalkeeper physics
- Added settings
- Change stadium ambiance
- Fixed controller keybind bug
- Added replay to the onboarding tutorial
- Tested
Update 1 Published -
Update 2 - Day 1
- Season 1 battlepass added!
- Bicycle kick added!
- Game loads opponents avatar
- Improved UI
- Rebalanced stadium level requirements
- Added in-game updates menu
- Improved goalkeeper
- Fixed bugs
Update 2 - Day 2
- Improved UI
- Added bicycle kick stat to player cards
- Added bicycle kick animations
- Updated developer product ids
- Added gold pass pop up
- Balancing season pass
Update 2 Published -
Update 3 - Day 1
- Improved goalkeeper AI
- Improved opponent AI
- Added practice mode
- Can favourite trickshots
- Trickshots can be sorted
- Newest
- Most favourites
- Matches now go up to 3 instead of 5
- Improved prediction line projection
- Updated main menu layout
- Fixed global leaderboards
Update 3 Published -
Update 4 - Day 1
- Added invert controls settings option
- Redesigned main menu home page
- Improved game sequencing
- Improved mobile controls
- Adjusted mobile device UI scale
- Fixed bugs
Update 4 Published -
1000 CCU -
2000 CCU -
Trickshot Pro Challenges - build log
6 days of development.
Start development -
Day 1
- Built on top of 8 Ball Duels
- Refined the game design document
- Started developing creative mode
- Added level selection UI
- Added map modifiers
- Trampoline
- Air fan
- Lava
- Mud
- Speed boost
- Black hole
Day 2
- Adding more functionality to creative mode
- Added star scoring system with variations
- Pop golden bubbles
- Land on bullseye
- First level implemented
- Multiple cue ball handling
- Added lives
- Added configs for map modifiers
Day 3
- Added table resizing
- Undo/redo feature
- Multi select feature
- Movement fidelity button
Day 4
- Main menu UI
- Improved gameplay UI
- Removed systems from 8 Ball Duels
Day 5
- Added pocket the golden ball scoring variation
- Improved table sizing property
- Improved level finish UX
- Gameplay improvements
- Added +20 levels
Day 6
- Added spinning fan obstacle
- Added +60 levels
- Added haptic feedback
- Planning monetization systems
Impossible Soccer Trickshots - build log
5 days of development.
Start development -
Day 1
- Game based on Soccer Freekick Duels
- Cleaned up and removed features
- Redesigned the UI
- Improved the onboarding
- Improved the game feel
- Changed the UX
- New thumbnails
Day 2
- Added map change system
- Implemented first map
- New thumbnails
Day 3
- Designed monetization strategy
- Made rounds 3 shots per shot
- Added lives required to play levels
- Added power ups
- Bicycle kick
- Larger goal
- +1 shot
- 100% prediction line
- Added a star progress bar that rewards skins
- Added free power up when failing 2 times in a row
- Added gift boxes every 20 levels that grant a power up
- Added winstreak system
- Added piggy bank feature
- Added 3 new maps
- Shop added
- Sells gems for Robux
- Sells power up bundles for gems
- Sells athlete card packs for coins
- Daily bundle spin revealing 3 catered bundles
- Improved game feel
- Improved map change performance
Day 4
- Added 10 new maps
Day 5
- Scrambled levels and integrated all goal types into one menu
- Added developer products
- Improved all levels
- Improved UI
- Brought back the old UI design
Food Is Fire - build log
16 days of development.
Start development -
Day 1
- Game design document
- Merging system
- Furniture placement system
Day 2
- Added serving system
- Added star rating
- Added energy currency
- Added cleanliness stat
- Added workers
- Onboarding tutorial added
Day 3
- Improved the merging interface
- Improved the furniture placement system
- Added potion merge board
- Cleaned up the game files
- Cleaned up errors
- Full game rough draft
Day 4
- Restarted development
- Created food models
- Imported merging system
- Imported furniture placement system
- Added restaurant stats
- Added employees
- Chef
- Barista
- Waiter
- Cleaner
- Added dirt
- Added day/night cycle
- Added customer variations
- Added player level
Day 5
- Added gems
- Added energy
- Added more special customers
- Added chest that drops special customer foods
Day 6
- Added upgrades menu
- Added quests that unlock special customers
- Added employee upgrades
- Added daily rewards
- Improved build system
- Improved UI
Day 7
- Added customer reviews
- Added tycoon stats categories
- Added star requirement for furniture
- Added weekly quest system
- Ordered map
- Added merge board item reward system
- Added souvenir collection book
- Imported furniture models
Day 8
- Redesign all the UI
Day 9
- Improved furniture building system
- Improved generator item spawn visuals
- Customer serving game feel
- Planned next day’s tasks
Day 10
- Redesigned the UI
- Improved the UX
- Changed the quest rewards
- Customers spawn based on restaurant star rating
- Quests reward merge board items
- Added coins, gems, energy mergeable items
- Furniture store rotates daily and has expensive, rare furniture
- Redid the build mode
- Redid the daily reward
- Created the map
- Removed level system
- Added prestige for the souvenir collection
- Added physical NPCs in your restaurant
Day 11
- Added tycoon plot selection
- Improved UI
- Planning onboarding system
- Planning intro cutscene
- Burnt restaurant story developed
Day 12
- Redid the merge tiers and generators
- Removed exterior building blocks
- Changed customer food requests
- Balanced food serving prices
- Added exterior construction menu
- Added level system with rewards
- Portrait mode on mobile
Day 13
- Implemented the onboarding system
Day 14
- Furniture store exterior + interior design
- Improved merge board game feel
- Improved the onboarding sequence
- Reduced onboarding friction
- Improved the onboarding’s game feel
- Refined the game feel of the merge board
- Added merge sequence menu
- Rebuild map structures
Day 15
- Redesigned merge board UI
- Improved game feel
- Fixed visual bugs
- Furniture is now locked and has requirements
- Lots of mobile UI adjustments
- Balanced energy source and sink
Day 16
- Balanced the energy drops
- Added active onboarding for the energy
- Added generator components to upgrade menu
- You can now merge generators to improve drops
- Improved the UI icons
- Added desert generator
- Added more furniture
- Redesigned the mobile merge board UI
Pixel Duels - build log
4 days of development.
Start development -
Day 1
- Created the game design document
- Created a quick prototype
Day 2
- Reduced server authority rollbacks
- Improved UI
- Added bots
- Tested
- Improved knockback behavior
- Replicating weapon animations to all clients
- Balanced weapons
- Fixed bugs
Day 3
- Imported textures
- New map created
- Added level system
- Added sprint jump head boost
- Moving the weapons to client-side
- Reprogramming the movement system
Day 4
- Added pickaxe and sword skins
- Added bounty system that drops coins
- Added lootbox system to unlock skins
- Skins track total count in the game
- Cleaned up NicoLib workspace
- Added coin drops
- Improved gameplay visuals
- Added kill game feel
- Redesigned the UI
- Redesigned the HUD