#Need help on the Structure of Tasks systems for my game.

1 messages · Page 1 of 1 (latest)

blissful garden
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Im currently making a Task system for my game as to stop people just from camping.

I will be using ProximityPrompts with The default Hold Time as 10 seconds, But i need an idea on how should i structure these as to make it a bit more than just things not doing anything it would be boring if it was purely just to hold and nothing will happen in the end.

Right now i plan on doing this:

Part (This is where the player will be Lerp'd to when doing a task)
 Prox (Can Have a boolean Attribute named "Special")
  |
  Animation

In a script:

module checks for any proximity prompts in the map, (or inside a folder for uhhh organization purposes

then does proximity prompts stuff lol

If the proximity prompt is special, Check its Name find it anywhere inside the modules childrens and require and fire it

is it a good idea or do you guys have other ideas on it?

subtle zealot
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1 second would be great for me

blissful garden
blissful garden
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bumpo..

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Need help on the Structure of Tasks systems for me game.

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Need help on the Structure of Tasks systems for my game.

blissful garden
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h

astral horizon
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what game, what camping

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just make the proxy prompt do something? ez

blissful garden
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And with the Task mechanics of Dingus..

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😭 😭

astral horizon
blissful garden
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And i believe since without tasks, Innocents would just camp

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and figure out the killers or just wait till the timer runs out, which owuld be bad

astral horizon
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is this your first game?

blissful garden
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2nd

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💔

astral horizon
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what was your first?

blissful garden
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Its a buggy game which im remaking right now

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but i paused its development

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hol on

astral horizon
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a one sentence description will do ;o

blissful garden
astral horizon
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so some kind of disaster simulator or whatever they're called where its a random map hazard every so often

astral horizon