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Development log
8 Ball Duels - build log
38 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 -
Bullet Dodge - build log
9 days of 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 Trickshot Challenges - build log
7 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 -