Temple Thieves is an obstacle course survival game, where player had to collect 5 relics. When a player completed a temple, there is a bright exit, and will gain XP and coins. For each level passes, player earn a reward. Coins can buy to the pets, pet foods and keys.
The difficulties in Temple Thieves are all in one of four difficulties. These are:
- Insane (Require 200,000 gems)
- What was it like developing Temple Thieves?
- Temple Thieves was developed for the 2018 summer Accelerator program. If you’ve never heard about it here’s how the program works: you get invited at the roblox headquarters in California to work full-time on an idea you’ve pitched beforehand. So yeah, developing Temple Thieves in itself was a real unique experience because for the first time I got to work in real working conditions, i.e. constantly and precisely keeping track of the project’s advancement with a lot of time spent on planning the game’s feature, and releasing them on time. Also, working on this was literally my only preoccupation for 3 months, which was great since school has basically completely prevented me to spend time on any serious project during the past few years. Last but not least, I got to share a working space with the other ~40 members of the program and those were some of the most friendly and talented people I’ve ever met, I have learned so much from everyone. I realize I’m spoiling the next questions so I’ll talk more about that below. All in all, working on a game for the Accelerator program was a great experience I’d recommend to every single aspiring Roblox developer.
- What challenges did you have to overcome while developing? What was the most challenging?
- Moonscript! It’s a third-party scripting language that generates Lua code, making it very suitable for Roblox development. I’ve had some experience with it before the program, but I’d say using it for such a big project was the main challenge. But it turned out very well in the end! Moonscript is much more concise, readable and organized than Lua and I feel like I’ve been much more efficient than I could ever have been if I used plain old Lua. So here’s a fun fact about the game, not a single line of Lua was written for it! Here’s an article where I talk more about Moonscript: Moonscript, an alternative to Lua for Roblox scripting - Why (and why not) you should use it.
- The second challenge was what I think is the only downside of the program: the time constraints. Three months to develop a whole game is extremely short and I’m actually surprised we managed to pull it off. However, the price to pay was that I had to rush a few features that I really needed to work on more. I’m mostly thinking about countering exploiters and data issues (I would like to apologize to everyone who’s lost their progress due to my wonky datastore code). Also, I wish I could have spent some time to make the game more procedurally-generated, in order to make the experience less repetitive. But on the bright side, we did manage to release the game within the Program’s time constraints!
- What did you enjoy most while developing Temple Thieves?
- Like I said earlier, the working conditions. As a French student, it’s not often that you get an offer to go work at the Silicon Valley and my time there was probably the best thing that ever happened to me. I admit I was kind of anxious about this whole project at first but it turned Frinigus was really great to work with and I’ve learned so much from him, the other Program participants and everyone at Roblox too.
- Is there anything else you'd like to share?
- Go apply for the Accelerator program. Also, I am the one responsible for the despacito spider pet hidden in the game and I sincerely apologize for that.
- Temple Thieves was featured in the official blog post on November 2, 2018.