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Cultivation Incremental

  • 25 Devlogs
  • 81 Total hours

Cultivation Incremental. A Roblox Game.

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32m 39s logged

[Devlog #25]


Updates

  • Added more quests
  • Optimize NPCServiceUtils.Data JSON for NPC that gives Chained Quests.

Mostly just optimizing the json by creating a helper so that making a quest is easier and less error prone.

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3h 6m 13s logged

[Devlog #24]


New Content

  • Added Onboarding/Tutorial! I see a lot of player gets confused when they first joined the game, so now i added a tutorial on the basic of the game. That is: Cultivate, Shop, and Quest.

Im really happy with the result, i didn’t expect making the trail line to be so easy (using beam instance from roblox themself). And maybe i’ll add onboarding for fighting enemy and equipping items, but its not really neccessary (i think).

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2h 34m 39s logged

[Devlog #23]


New Content

  • Added refresh countdown on leaderboard UI.

Updates

  • Moved enemy overhead gui from server to client (not yet tested for the behaviour in multiplayer) for more personalization (point 2 is possible because of this change).
  • Dynamic enemy name color, higher realm will be colored red and cannot be attacked no matter how high your dmg is until you reach their cultivation rank.

Polishing the game :))

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1h 3m 26s logged

[Devlog #22]


New Contents

  • Added 1 more enemy, goblin.

Update

  • Remove the realm requirement in NPC Shop for buying an item (Cannot buy the item until realm req is fulfilled). The requirement now only active when trying to equip the item.
  • Fixed quest id being duplicated.

im back!! hopefully i can make some more stuff although i may not have as much free time as before. I’ll try to make some progress everyday though!


:siren-real: Try it Now :siren-real:
Game may not be up to date from the devlog
Cultivation Incremental (16+)

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Ship #1

VERSION 0.0.1

Only 16+ can play the Game currently as any other new roblox game.

I am glad to finish the essentials mechanic of the Game!
Now here is the List of Features the game have:

  • Cultivate, just stand on the existing zone (and make sure you have the required Realm) and you’ll gain Qi automatically
  • Breakthrough, the moment the top bar is full, you can breakthrough to higher realm which increases your qi gain and boost movement speed and jump a little bit.
  • Quest, you can talk to an NPC with a (!) to get the quest. After finishing a quest, you can talk to the NPC again to claim the quest rewards.
  • Battle, you can walk to enemy and you’ll automatically deal damage to them!
  • Shop, you can buy items in shopkeeper NPC with Spiritual Stones which you can get from defeating an enemy or finishing a quest.

The feature is implemented, but its very simple and “unprofessional”. Lame excuse but its really because this is my first time making game and im still learning the basics. I’ll be adding more stuff and refine the core features in the future updates!!

  • This game is made for the love of the game and genre :)
  • 21 devlogs
  • 73h
  • 13.89x multiplier
  • 991 Stardust
Try project → See source code →
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52m 45s logged

[Devlog #21]


Updates

  • Added a proper README.
  • Fixed some minor bugs.

The next devlog will be for a published Game :yay: .
Its not a professional Roblox game, but its my learning process from 0 to this. So i appreciate any type of critics and feedback for me to develop this game furthur, because i really love these type of games. So im literally making my dream game here! But its still lacking to my vision because of my lack of time and skills.

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36m 53s logged

[Devlog #20]


Update

  • Added 1 more quest

New Assets

  • Added Game Icon and Thumbnail

Spent most of my time on figma designing the Icon and Thumbnail of the game, but the time is not getting tracked because i use the app instead from web :bruh: .

Not yet released, but i’ll be testing it first with a few friends first and maybe add some feature because ngl it feels bland right now, but maybe its just my opinion. So to get some feedback, ill be testing it with my friends tommorow and maybe catch some multiplayer bugs that i couldn’t find when playing alone. I really don’t want to publish a boring game, but the time is ticking and im getting more and more busy this month. :rawr:

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18m 16s logged

[Devlog #19]


Update

  • New UI for Leaderboard!

I’ll be polishing the game (for real) and release the first version tommorow (hopefully)… Im getting really busy :sadge:

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3h 33m 52s logged

[Devlog #18]


New Content

  • Added Qi Mult Counter when entered a Zone. The fire has animation :happy:
  • Added Leaderboard. (UI is In Progress).

Spent most of my time making UI Animation using sprite sheet and integrate DataStoreService for leaderboard

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23m 52s logged

[Devlog #17]


Update

  • Make the Breakthrough bar slimmer and more compact.

Im kinda busy today and havent done anything yet, so im just improving the ui a little bit. Also i wanna add a Current Qi Multiplier Counter at the Top Right Corner of the screen using the fire gif.

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4h 22m 49s logged

[Devlog #16]


New Content

  • Added 5 new Items you can buy.

Updates

  • Implemented the Functionality of the NPC Shop. You can now buy items here.
  • Updated the Shop UI, now it looks better compared to previous version.

Spent most of my times debugging the UI since i reuse the modal component that the main menu uses. So yea, i integrate the npc shop inside it and that creates a lot of bugs and conflict :fah: . Well i fixed all the bug i found so thats good. Now that the main features is done the next step is to polish the map and adding the game content (More NPC, Quest & Items) :happy:

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1h 29m 54s logged

[Devlog #15]


Update

  • Added UI for NPC Shop

Spent all of my time designing the UI… i still dont like the yellow box, but it’ll do for now. Next i’ll be making it dynamic and functionable.

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2h 14m 42s logged

[Devlog #14]


New Content

  • Added Shop NPC (no functionality yet)

Updates

  • Enemy now drops Spiritual Stones

Bugfixes & Refactor

  • Fix Quest bug, it needs some nil value check protection.
  • Fix Zone bug when player quit/disconnect, have to stop a task gracefully when the player disconnect.
  • Refactor Inventory UI Component to use useMemo and make the Item Display Panel its own component.
  • Zone Detection now only detect the user HumanoidRootPart for reliability and no jittery detection.

No major progress today, just bugfixing and refactoring. I think im getting close to finishing the main loop of the gameplay. Cultivate -> Breakthrough -> Fight stronger enemy -> Buy better item in shop -> Cultivate -> Repeat.

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4h 34m 17s logged

[Devlog #13]


New Contents

  • Added Marks for NPC with Quest
  • Combat and Enemy! (Its partially done)

The combat is still barebone, you get close to the enemy, the enemy got damaged by 1, when its hp is 0, it’ll add to the player totalEnemyKilled +1. Thats the current implementation. I will polish the combat feature and integrate it with the quest feature so that it tracks the amount of “enemy” killed.

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2h 32m 20s logged

[Devlog #12]


New Content

  • Added Spiritual Stone. a new currency with no functionality yet. I’ll be adding shop that uses Spiritual Stone as the currency.

Updates

  • Now, completing a quest gives reward. Currently, you can get spiritual stones or items from quests.
  • Added Notification Badge in the inventory button UI for when player get a new item.
  • Remodeled the Old Man to Mysterious Being.

Next i’ll polish the npc interaction more by adding a “❓” for npc with quest, and “❗” for a finished quest. And maybe start building the next feature, that is herb collection/fighting enemy.

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5h 8m 58s logged

[Devlog #11]

New Contents

  • Added Quest List UI on the right side of the screen.
  • 2 New Sfx for Taking a quest and Completing a quest.

Updates

  • Improves NPC Dialog UI, look at Devlog #10 for comparison.
  • Options in the dialog now have a keyboard shortcut with the corresponding number. For example: clicking 1 in keyboard will click the first option.

Refactors

  • Create a Close Button component for ease of use.
  • Refactor Dialogue View UI by creating DialogueOptions component.

I am very satisfied with the Quest List UI, its looking really clean and good. I also make another design for the dialogue rectangle, its subtle but there’s a pattern and gradient on the dialogue UI. Next work is adding more npc, quest, and actually adding the Quest Rewards. Im planning on adding Spiritual stones and shops for item that improves qi gain. And maybe adding weapon and enemy in the future.

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3h 36m 41s logged

[Devlog #10]

New Contents

  • Added NPC Dialogs
  • Added Quests Features

Broo, this two thing is messing my brain especially with all the thing to consider… Atleast the ui is presentable and its functionality is basically done. Its quest progress is actually saved to the Player Data, but there is no progress update yet, and also i can repeatedly take this quest again and again… Ok the serverside makes the player to not be able to take same quest twice, so its safe. But the UI, there is not yet state/system to detect that the user already take the quest… My next work is probably:

  • Updating UI so that it knows the player already took the Mission.
  • Adding taken quest UI
  • Update the quest progress, etc.

OK everything i said sounds very confusing even to me :sadge: . In conclusion, my next work is just finishing the quests features and polishing the UI.

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5h 25m 53s logged

[Devlog #9]


New Contents

  • BIGGER MAP (Added more houses, trees, mountains, clouds, and floating island).
  • Added 4 more Zones.
  • Added Realm List Board beside Spawn, it has the Full list of All Realms level.

Updates

  • Qi Particle inside zone now have different color as qi multiplier gets higher. Color hierarchy: White –> Blue –> Purple –> Gold
  • Increasing qi requirement for Realm 100+ (Immortals) [Kinda irrelevant right now, since its statistically impossible to get there].
  • Added better placeholder image for Item.
  • Changed Item Background according to Whether player can equip it or not (Realm requirement met). Red for can’t equip, Blue for can equip, Green for equipped item.

Refactors (Technical)

  • Move Qi Breakthrough sfx from RealmService to the SoundService.
  • Move Zone Detection to Serverside for security reason.

I still haven’t refactored the Inventory UI yet :sad: and all the models is not made by me. The only model i made was the Realm Board List. But every UI is made by me! (except for the fire icon).

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4h 28m 35s logged

[Devlog #8]

New Content

  • Item!! You can get more Qi Multiplier from item. And theres also Realm Requirement for each item.
  • Inventory UI is now working (except for Delete Button).

Info

  • For the UI, the Layout Order is prioritizing equipped item.
  • If Player realm lower than requirement, the requirement text will be red.

Implementing Inventory system was very complicated, especially the ui. So many state, maybe its because i put basically everything in one file. I’ll refactor that first before im adding new content, otherwise i’ll lose my mind editing that spaggeti code later down the line…

Anyway, as you can see in the screenshot. I don’t have the asset for items yet. Maybe i’ll work on that later, though not the highest priority. My priority right now is to refactor the ui and implement the delete button and adding Equip Best button.

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4h 19m 18s logged

[Devlog #7]

New Content

  • Added Background Music!
  • Added Music and Sfx toggle in Settings
  • Added Walkspeed & Jump Boost from Realm level
  • Added Sprint! Press Left Shift to Sprint.

Bug Fixes

  • Fix Overhead Gui, Everyone now have the Overhead Gui, and the Realm Level is synced to the actual player Realm.

P.S. Shop and Inventory is still empty… Its hard designing and actually implementing the UI… Also i have too much idea and at the end only think about it and dont know how to implement it

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3h 29m 37s logged

[Devlog #6]

Update

  • Force player to use R6 Model for simplicity.

New Content

  • Added a Forest around the map.
  • Added Menu Button (Settings, Shop, Inventory)
  • Added Modal UI Component (still empty)
  • Added SFX for Button when clicked and hovered.

P.S. Most of my time is spent on making the design for the Settings, Shop, and Inventory Icon. And also on the functionality of the button (open/closing modal). Next, i’ll probably work on adding more sfx and backsound for the game. And also make the gui of the shop and settings.

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4h 18m 45s logged

[Devlog #5]

Update

  • Implemented zone Realm Requirement and Qi Multiplier.
  • Updated the Map, Not Final! just want to make it look like a grass.

New Content

  • Added more Realm, i use the webnovel Top Tier Providence for reference of realm names.
  • Added 3 New Zone’s.
  • Added Qi Popups where it shows how much qi you just gained with accumulation.

Optimization

  • Refactoring how the system detect player entering a zone. From Looping a function every frame to saving it to a State where if player enters a zone, it update the state to True and start giving qi every second. VERY EFFICIENT!!

P.S. All the models (Houses & Waterfall) is NOT made by me, i got it from roblox creator store free assets

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50m 55s logged

[Devlog #4]

Update

  • Balancing Qi realm requirement and Qi bonus from realm.

New Content

  • Added UI for Cultivating Area. The UI Contain the Realm Requirement to Cultivate there (If requirement is not met, you don’t get any qi), and Qi Multiplier for that Area (Multiply with the Qi bonus from realm)

P.S. The Cultivating Area UI is not yet dynamic, and the functionality of realm requirement and qi multiplier from area is not yet implemented. My next goal is to implement the Area functionality and add atleast 3 more area to cultivate.

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5h 41m 27s logged

[Devlog #3]

Update

  • Implemented the functionality of the previous static UI. Now the progress bar UI and the overhead UI is dynamic following User Data.
  • You now can Breakthrough to go to Higher Realm.
  • Added SFX for breaking through.

Info

  • Realm increases player qi gains.
  • The higher the realm, the higher the qi gains.

P.S. The Overhead UI currently added above the current user (local), other player won’t have the Overhead UI for now. I’ll work for new feature first before fixing that.

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2h 59m 37s logged

[Devlog #2]

New Content

  • Added New Progression Layer: Realm
  • Added Progress Bar UI for Realm (Not yet dynamic)
  • Added Overhead UI for Player Current Realm and Username (Not yet dynamic)

Bugfixes

  • Fix user detection enter an area (the big transparent box); The Box is an Area that gives qi per second when entered.
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12h 8m 31s logged

[Devlog #1]

I learned the basics of Roblox Studio, Plugins, making UI in Figma in this first 12 recorded hour. Theres not much yet because im just trying to set up the project and familiarize myself with the language.

I use wally for depedency manager and github for versioning. I just wanna learn new stuff here, so don’t expect a fully polished game at the end. I Can only hope that i have the work ethics to finish this project (Having a proper game loop).

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