Parts and Platforms

15 min

Parts and Platforms

Parts are the building blocks of your game. You can use them to build environments and models for your game.

Adding Parts

  1. In Home tab, click Part.

A part will appear at the exact center of your camera view. If you want more control over where the part appears, zoom in your camera and center it on where you want the part to appear.

Moving the Part

  1. Click on the part.
  2. Use the camera controls or press F to get a better view.
  3. Click the Move tool.
  4. Drag the arrows to move the part around.

Collisions and Snapping

Collisions and snapping are two settings you can use to get greater control when moving around parts.

As you move parts, you may notice a white outline whenever a part touches another part. This indicates that a collision is happening. In Roblox Studio, the Collisions feature lets you control if parts can move through each other.

  • Collisions On: You won’t be able to move a part into any place where it overlaps another part.
  • Collisions Off: You can freely move parts all around.

Turn Collisions Off

If collisions are on, the button will be highlighted grey. Click the Collisions button to toggle it off.

Changing Part Snapping

Snapping is the amount a part will move, scale, or rotate at a time. If you notice a part moving several studs (the Roblox unit of measurement) at a time, this is because of snapping. Snapping is useful when creating items that need to be placed exactly, like how walls of buildings need to be placed at ninety degree angles.

Turn Snap Off

To make it easier to move parts, it’s recommend to turn snapping off by default.

  1. Turn snapping off by unchecking the box next to Rotate or Move.

Creating the First Player Jump

An obby usually starts out with a simple jumping puzzle. As a good game designer, you want to make it easy for new players to get started. If you make it too hard right away, players might just quit instead of continuing to play.

  1. Move the part slightly away from the SpawnLocation to create an easy jump.
  2. Don’t test your game yet.

Anchoring Parts In Place

If you playtest your game at this point, you’ll notice any parts you’ve added (other than the SpawnLocation) will fall. Anchoring will stop parts from falling. They’ll even stay in place when players and other objects bump into them.

To anchor parts:

  1. Select the part you would like to anchor.
  2. Go to the Properties window.
  3. Scroll down to Behavior.
  4. Check Anchored.
  5. Save & playtest your game.

Scaling and Rotating Parts

An entire level of the same looking part wouldn’t be that exciting to players. By scaling and rotating parts, you can create different parts that will add variety to your obby.

To scale your part:

  1. In the Home tab, click on the Scale button.
  2. Drag the spheres to change the size of the block.

To rotate a part:

  1. Click the Rotate button.
  2. Drag the spheres to change the size of the block.

Add Another Jump

This is the very beginning of your game, so you don’t want the jumps to be very difficult. You want the player to think your game is fun and keep playing. As you build, experiment with rotation and scaling.

  1. Add two more parts to your game.
  2. Save and test.

Finishing Your First Level

Create a Starting Area

The starting area is the first thing a player sees when they land in your game. They’re a place to introduce new players to your world, and begin setting theme for your game. Think of the last few games you played. What did the starting area look like? What did they make you think about the game?

Starting areas can be as simple as one big part to create a floor, or as fancy as you’d like.

  • If the part is scaling or rotating in steps, you may need to adjust or turn off snapping.
  • If the part is being blocked from moving or rotating into another part, turning off collisions might make things easier.

Design the Rest of the Level

Spend five to ten minutes completing the first section of the obby. Your game should have:

  • 4-5 parts of different sizes and shape.
  • Been playtested to check a player can get to the end without much frustration.

Create an End Zone

At the end of your first jumping puzzle, create a larger landing area for your players to take a break on. This will act as level end and give players a place to rest.

Finished Project File

Download a finished project here.

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