#How to make a level system like Apeirophobia
78 messages · Page 1 of 1 (latest)
I don't require to like make a script, all I'm making is HOW to like program this. I need an explanation
Got any basic scripting knowledge?
Ik scripting
I just don't know how to manage the parts
I've been using module scripts lately
I feel like I'm doing to wrong thing
That theres a more "convenient" method
What is "Apeirophobia" tho?
Like a backrooms game
The game saves the level you are on
for example : Level 1
And it teleports you back there once you click there
However, unlike most levels, theres different AI's
Thats just a basic data store script then...
What basic 😭 😭
So you just want to save the level, right?
Uh
Like when a whole team teleports there
the level they're supposed to be on
For example, you finished part I and got to Path 2
However you got disconnecte
You rejoin again but with a team
How do I get it so that the level loads?
Since one place can take 15 levels and it can be incredibly laggy to other ppl
Im asking again, do you know how to save and load data?
:/
I am trying to explain the best I could
Here:
You finished Part One (All parts are in a singular place)
I mean in roblox assets >> places >> and that place
And you went to Part Two
However with a team (you rejoined then found a team)
Then you rejoined Part Two
How do I manage parts ?
I don't mean the instance part
Create a lobby where players can start different levels...
I mean Part I, Part II, Part III
ik how, but how can I manage to load the levels
that's what I'm trying to manage
loading the complete AI or challenges, while also loading multiple assets to the client
Level like the area where you are playing?
yep
Should I use Module Scripts to load the puzzles, players and AI's?
Or is there a better alternative
Just add the level in replicated storage as a single istance (Model or Folder) and when a player start level 2 for example, it just moves level 2 instance from ReplicatedStorage back to workspace
But how does it load the challenges (puzzles) and the AI script ??? 😭
Hm
Add a checker then... if is level 1 do this, if level 2 then this and so on
like, so I use module scripts?
like I make it so that all module script has a function called "Load()"
Module script is used only if you are gonna use that piece of code multiple times, if not, you could just use a normal script
Then after all players load, I fire a bindable event
No, I mean I'm going to use that piece of code multiple times for different functions
For example:
One Part = One Module
It contains:
Load()
WaitEvent() -- coroutine so that it doesn't stop the script
FilterMap() -- gets all assets that needs to be loaded
LoadFeatures() -- Load AI's Puzzle, or objectives
cuz, if I aint usin that, the script gon be super overloaded
Then create a module script inside ReplicatedStorage and add a function like "loadLevel(lvl)" and require that module. When player X is loading level N, then it also start the function "loadLevel(N)". In the module script you can do a checking if lvl == 1 then load levle 1, if lvl == 2 then load level 2 and so on
Are you gonna use different mobs for each level?