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December 29, 2023

ZreoLabs BreakDown

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ZERO LABS BREAKDOWN SYSTEMS INDEX :


1. Game Progression Plan

2. Character Controller System (CCS)  
 Weapon System 
 Melee Combat System 
 Firearm System  
 Locomotion System 
 Ragdoll System 
 Storage and Variable System

3. Economy System 
 Currency System

4. Zero Labs ID/Account System

5. Club System

6. Class Progression System 
 Leveling Progression System

7. Matchmaking System  

8. PAC System  
 Friends System (Contacts, Messaging, Friends Co-op) 
 Profile System, Bank Account System 
 Isaac System 
 Announcements App, Online Shop App, Clubs App, PAC Personalization 
 Combat Assistant System 
 Mission Tracking App

9. Match System  
 Game Modes 
 Environment Dynamics 

10. Environment System
 Environment Objects 
 Environment Properties 
 Environment Destruction
11. Mission System 
 Primary Tasks 
 Secondary Tasks 
 Daily Tasks 
 Weekly Tasks 
 Event System

12. Fish Spotting System 
 Fish Behavior System 
 Fish Catalogue System

13. Training System  

14. NPC Talking System 

15. Cutscene System

16. Equipment System 

17. Equipment Market System

18. Player Trading System 

19. Simulator System 

20. Gun Range System for Firearms 

21. Gun Range System for Sharp Weapons 

22. Gun Range System for Blunt Weapons 

23. Gun Range System for Throwables 

24. Cosmetic Shop System  

25. Sandbox System


  • SYSTEMS :


{/1} Class Progression System

  • Classes in Zero Labs are integral to the gameplay experience. A class is a set of a primary weapon, a secondary weapon, a gadget, and certain equipment that the class is allowed to use. Each class progresses through four stages: Stock, Upgrade 3, Upgrade 6, and Upgrade 9. As classes progress through these stages, all components, including the class’s appearance, evolve.


  • Classes in Zero Labs are integral to the gameplay experience. A class is a set of a primary weapon, a secondary weapon, a gadget, and certain equipment that the class is allowed to use. Each class progresses through four stages: Stock, Upgrade 3, Upgrade 6, and Upgrade 9. As classes progress through these stages, all components, including the class’s appearance, evolve.


  • Classes also have unique traits, which are tied to specific elements such as special UI mechanics, movement styles, or abilities that only they can have. Each class family has its own set of weapons that it is allowed to use. Classes also have the ability to "inherit" traits from other classes, which may include access to certain weapons or abilities.


{/2} Weapons and Equipment System

  • Weapons in Zero Labs have a modular system called Expandability, which allows them to upgrade along with their class. There are four levels of expandability: Expandability 1, Expandability 2, Expandability 3, and Expandability 4. These determine how long a weapon can stay with a class as it progresses. For example, a weapon with Expandability 2 can stick with the class through its Stock and Upgrade 3 stages, evolving with the class. If a weapon has Expandability 4, it can stay with the class through all four stages, continuously upgrading to meet the class's needs. This system allows weapons to evolve rather than be replaced.


  • Weapons also have a Compatibility trait, which determines how well they work with specific classes. For instance, a handgun might have 85% compatibility with the Assault class, meaning it is more likely to expand through all of the upgrades. However, the same handgun might have only 15% compatibility with the Scout class, meaning it will not expand as effectively if used by that class.


  • Gadgets are also crucial to class performance. Gadgets are similar to those in Brawl Stars, where higher-level classes can unlock more gadgets. Each class has up to three gadgets, with the final gadget being a powerful ability, similar to a "hypercharge." These gadgets can enhance class abilities, such as increasing energy, augmenting equipment, or improving class-specific mechanics.


  • Classes also feature Filler Levels, which offer additional stat enhancements between major upgrades. For example, at certain levels (such as Level 2, Level 5, and Level 8), players can purchase stat enhancements, such as increased speed, accuracy, protection, or health. These enhancements allow players to customize their class and boost specific attributes. Minor upgrades are also available at other levels, providing smaller boosts to multiple stats.


{/3} Training System

The Training Area is divided into multiple sections designed to help players hone different skills:

• Gun Range: This classical gun range offers varying distances for players to practice their aim and shooting mechanics. It also features more advanced settings, including moving targets and obstacle courses to challenge players.

• Throwable Range: This area is dedicated to practicing the use of throwables such as grenades. Players can test their precision by throwing objects through a variety of obstacles.

• Blunt and Sharp Weapon Training: In this area, players practice melee combat using blunt and sharp weapons on enemies, allowing them to improve their close combat skills.

• Physical Training: This section focuses on improving the player’s physical attributes, such as stamina, strength, speed, accuracy, visibility, and health.


{/4} Simulator System

  • The Simulator Area is a virtual reality experience operated by an NPC named Jonah, who serves as the player’s guide through the simulator. The simulator offers players the ability to enter a virtual battlefield and engage in combat scenarios of their choosing. Players can select the mode and settings before being transported into the virtual world. This system allows players to train in a controlled environment, using procedural map generation similar to that of the Arena.


{/5} Dorm System

  • The Dorm System in Zero Labs provides players with their own customizable living space, which they can fully manage and personalize. Players have complete control over the placement, transformation, and rotation of every item in their dorm, allowing for unique room layouts. This includes interactive elements such as the Cosmetic Table (where players can equip skins, cosmetics, and stickers) and the Class Suit Vending Machine (for storing and cleaning gear). The dorm also features a Gun Wall, where players can store and customize their weapons, adjusting attachments, ammo preferences, and more.


  • A key feature of the dorm is the Storage Showcase Area, where players can display trophies, rewards, and other items earned through gameplay. These objects can be positioned and rotated to the player’s liking, enabling them to curate their own displays of achievements.


    As players progress, they can purchase Dorm Expansions to increase the size of their living

  • space, unlocking larger rooms with more customization options. These expansions allow for further personalization and functionality. Additionally, multiple dorm cosmetics, such as decorations, furniture, and other aesthetic items, can be purchased from the Cosmetic Shop, adding another layer of customization to the player’s space.


  • The dorm’s door system is integrated with the player’s PAC system, requiring a simple press on a keypad to unlock and access the room. The dorm’s outer design includes an inner rim balcony that overlooks the central park area, connected to the mainland by bridges. This park-like setting offers recreational areas for players to explore outside of their dorm.


  • Overall, the Dorm System provides a personalized space for players to relax, store gear, and showcase their in-game progress, while offering deep customization and expansion options.


{/6} Arena and Matchmaking System

  • The Arena is a central feature of Zero Labs. Upon entering the arena, players are directed to a waiting area, where they can view the action and select which match they wish to participate in. Arena Pods allow players to board the arena and prepare for their match.


  • The arena itself features procedural map generation, with different game types and map dimensions (e.g., small, long, and large). The arena's terrain is dynamic, with blocks moving up and down to create a constantly changing environment. The arena also supports various environments, such as snowy or grassy settings, which are applied depending on the game mode selected.


{/7} Environment System

  • The Environment System includes various environmental objects and properties that affect gameplay. For instance, the map includes gardens, walkways, observatories, and viewports on the ocean, all of which enhance the setting of the game. The environment is also destructible, meaning players can interact with and alter the environment as they play. The procedural generation of the arena maps, combined with environmental properties like snow and grass, adds variety and complexity to the matches.


{/8} Mission System

  • Players interact with a Quest Clerk to receive missions. The missions are displayed on screens showing the top quest completers and the current available quests. Missions can be categorized into Primary Tasks, Secondary Tasks, Daily Tasks, Weekly Tasks, and Event Tasks, each offering different rewards based on their difficulty and importance.


1. Game Progression Plan :

2. Character Controller System (CCS)
 Weapon System 
 Melee Combat System 
 Firearm System
 Weapon Handling and Mechanics 
 Equipment System Integration 
 Equipment Usage Mechanisms 
 Ballistics and Weapon Physics 
 Weapon System Oriented Locomotion 
 Weapon and Equipment Storage System 
 Ammunition Management 
 Weapon Maintenance and Durability 
 Modular Weapon Customization 
 Training and Skill Progression for Weapon Mastery 
 Interactive Weapon Handling Features 
 Context-Sensitive Equipment Usage

2.1 Locomotion System
 Walking 
 Running 
 Jumping 
 Swimming 
 Crouching 
 Crawling 
 Rolling 
 Leaping 
 Climbing

2.2 Ragdoll System

2.3 Storage and Variable System

3. Economy System
 Currency System


{/4} Zero Labs ID/Account System

  • In Zero Labs, instead of using their Roblox ID, players are prompted to create their own unique ID at the beginning of the game. This system allows players to have multiple accounts in Zero Labs, which are tied to the Amusement Forge accounting system. A dedicated website is available where players can see their progress in the game. This system is similar to GTA V’s account system, and it ensures that all of the player's progress is saved and accessible online. Players can manage multiple characters and switch between them as needed, without losing their individual progress.


{/5} Club System

  • The Club System in Zero Labs operates like guilds or leagues, but on a much larger scale. There are five major clubs, each of which is in constant rivalry with the others. Clubs provide various benefits to their members, such as status, in-game currency, and access to exclusive club areas. Within each club, there are smaller groups called clans. Each clan is led by a clan leader, who holds the power to recruit, exile, invite, or trade members between clans. Clubs participate in special large-scale game modes known as Club Game Modes, where multiple teams face off in large events that offer significant rewards. The club system adds a layer of competitive social interaction and strategy to the game, enhancing the overall gameplay experience


{/6} Class Progression System

  • Classes in Zero Labs are integral to the gameplay experience. A class is a set of a primary weapon, a secondary weapon, a gadget, and certain equipment that the class is allowed to use. Each class progresses through four stages: Stock, Upgrade 3, Upgrade 6, and Upgrade 9. As classes progress through these stages, all components, including the class’s appearance, evolve.


  • Classes are organized into families, such as the Assault family, the Scout family, and the Juggernaut family. Simpler families can be unlocked quickly, while more complex families (like Pyro or Cryo) are unlocked later in the game. The progression system is structured with families on the vertical axis and ranks, from 1 to 25, on the horizontal axis. Simpler families start at lower ranks, and more complex families start at higher ranks. As classes progress, they inherit traits from other classes within the same level group, making each class unique as it advances.


  • Classes also have unique traits, which are tied to specific elements such as special UI mechanics, movement styles, or abilities that only they can have. Each class family has its own set of weapons that it is allowed to use. Classes also have the ability to "inherit" traits from other classes, which may include access to certain weapons or abilities.


7.Leveling Progression System 
Experience System 
Class Mastery System 
Class Leveling System

8.Matchmaking System

9.PAC System
Friends System (Contacts, Messaging, Friends Co-op) 
Profile System, Bank Account System 
Isaac System 
Announcements App, Online Shop App, Clubs App, PAC Personalization 
Combat Assistant System 
Mission Tracking App

10.Match System
Game Modes 
Environment Dynamics

11.Environment System 
Environment Objects 
Environment Properties 
Environment Destruction

12.Mission System
Players interact with a Quest Clerk to receive missions.
The missions are displayed on screens showing the top quest completers and 
the current available quests. Missions can be categorized into Primary 
Tasks, Secondary Tasks, Daily Tasks, Weekly Tasks, and Event Tasks, 
each offering different rewards based on their difficulty and importance.
  
 Primary Tasks
Secondary Tasks
Daily Tasks
Weekly Tasks
Event System 

13.Fish Spotting System
Fish Behavior System
Fish Catalogue System

14.Training System

15.NPC Talking System

16.Cutscene System

17.Equipment System

18.Equipment Market System

19.Player Trading System

20.Simulator System

21.Gun Range System for Firearms

22.Gun Range System for Sharp Weapons

23.Gun Range System for Blunt Weapons

24.Gun Range System for Throwables


{/25} Cosmetic Shop System

  • The Cosmetic Shop is a brightly colored store filled with shelves displaying the latest cosmetic selections. Inside, players can browse and purchase cosmetics for their character. The shopkeeper manages the transactions and provides players with their cosmetic items. Weekly rotations ensure that there’s always something new to buy.


  • In addition to the regular offerings, the shop also features a daily game option run by the shopkeeper. Each day, the shopkeeper shuffles a set of cards, with some offering very good prizes and others containing very bad ones. Players get to pick one card each day, and all the prizes are purely cosmetic-related. This adds an element of chance and excitement to the cosmetic system, making the shop more engaging and dynamic.


  • This combination of standard purchases and the daily card game ensures that players always have something new to look forward to when visiting the shop.


{/26} Sandbox System

  • The Sandbox system is located inside Facility C3-2, situated on the lower basement level as an extension of the facility. The Sandbox is a large room with a computer positioned in the middle. The primary function of the Sandbox is to provide access to a world editor.


{/27}The Creation System

The Creation system, a separate yet integral component of the Sandbox, allows players to use building blocks and various elements from the game, such as props, doors, windows, and more, to create their own maps. Additionally, players can utilize a terrain manipulator to craft diverse terrain and modify environmental conditions. The system supports a wide range of elements, from realistic to arcade-style.


{/28} Hub of Creations

There will be a hub of creations where players can explore other people's work and publish their own. When publishing, players can select the type of creation and add relevant tags. The hub will feature daily winners, which everyone can play to earn XP and complete quests. Additionally, private sessions will be available for players who want to experiment with their friends.


Note : subject matter may change, as the game is currently in 
       a state of significant development

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