i can’t decide whether to work on this game or my story (completely separate verses)
You should take a coin and decide based on the result. Assign heads to work on the game, and tails to work on the story. When it lands on a side, see how you feel about landing on that side. Are you happy it landed on heads? Or do you wish it landed on tails instead? Use that to decide which one you actually want to do.
Very late but are you trying to make magic power simulator as a cash grab or as a passion project? If it’s the latter, then it’s fine; if it’s the former, then you already failed the moment you spent more than one month working on this game, lol.
Funny how you start with grabbing cash, then you spend so long working on this game that I don’t think you’re trying to make a cash grab anymore, the fact that you are even writing lore for this game shows that this game is the opposite of trying to be predatory lol.
i forgor
Relatable…
the shit i have to do feels so scattered and overwhelming. i have to make:
- datastore
- tutorial
- bonus stat point system
- make 48 weapons (total)
- inventory
- main questline
- side quests to unlock weapons/currency/stats/etc
- at least 1 other dimension
- starter kit shit (letting the player choose a few spells to alr unlock at the start of the game)
- (optional) rewrite the shitty ass spaghetti code
We’re so back!
As a self-proclaimed game developer (self-proclaimed since I only finished one game that I spent 4 months working on, which have zero player count and I abandoned it a year ago), these don’t really feel that overwhelming as long as you put at least 2 hours per day into development.
For datastore, I recommend simply go grabbing profilestore from the devforum as a start (see: ProfileStore - Save your player data easy (DataStore Module) - Community Resources - Developer Forum | Roblox ) unless you want to implement the datastore system by yourself.
It saves you time by not having to implement session locking, retries, optimization by yourself.
Well there’s also figuring out how to save data and setting it up, but I don’t think it should take as much time as “reinventing the wheels”. (implementing datastore system by yourself)
The tutorial could probably be saved to basically near the end of the development (i.e. when you are about to release the game). Doing it in the middle of game development may result in it being outdated and forcing you to update it again.
If your game is intuitive enough (easy for players to figure out what to do) or if you figure out how to make “invisible tutorial” (teaching player mechanic without telling them exactly, celeste (past the prologue) is a pretty good example) then the tutorial might not even be needed.
Maybe side quests could be saved for later? Depending on how crucial it is to the game, I would probably not implement side quests until I’m done with most of the main quests or until I get tired of making main quests and want something to do for breaks.
Starter kit could be as simple as simply giving the player a starting item instead of letting them choose, but I guess it’s fine if you want to put extra effort into letting the player choose?
But it definitely won’t take as much effort as the other tasks either way.
Rewriting the shitty ass spaghetti code is DEFINITELY not optional at all. Assuming that you were to make this game a long-term project where you continuously develop the game rather than being done with it after releasing it, having your code be a complete mess will screw you up the longer you decide to let the spaghetti monster grow.
Well, it still depends on how much of the code that will cause a heart attack to any experienced developer; if only like half the codebase is terrible, then I recommend rewriting it.
If the entire codebase is horrible (in which I will question your sanity for being able to work on it at all), then I guess it’s slightly fine if you believe you’ll be guaranteed to be admitted to the mental asylum and not try to rewrite it.
The rest seems pretty doable, I guess? I don’t really know much about “1 other dimension” but I’ll assume that it’s a map.
Well besides the 48 weapons you need to implement before the release which feel like a lot but I don’t really know how complex/unique each weapon is, since it could range from having 8 weapons are just a reskin of the 1 weapon with different stat to every weapons being so unique that nothing could be a copy of one another.
Then again, 48 items still feel pretty large number, so I could imagine that it’ll take more than 12 hours of development time. But as long as you treat that 1 massive task more as 48 small tasks that you could tackle on whenever I feel like it, then it’s fine I guess?
i barely know shit about how to script datastores but i think i should jump straight to profilestore
true
yeah … i once sent my code to chatgpt and it said it was spaghetti lol. i guess i should cut down on repetition first
it’s a map
Well, for starters. Think of the entire datastore as “just a table that you can save or load to the Roblox server.”, a complete oversimplification considering a lot of nuances, but that’s the starting point. And by table, I actually mean “dictionary” (aka table with non-number indices).
Aside from that, you can check out Data stores | Documentation - Roblox Creator Hub for the basic guide on Data stores. It has everything you need to know about dataStore, no YouTube tutorial required.
And a lot of the nuances that I mentioned earlier are handled by ProfileService that I linked to, see the documentation for how to use it (Link: ProfileStore)
profilestore is goated asf, theres a tutorial (or copy paste code) that simplifies the setup extremely, and after that its literally just normally editing a table and u dont have to worry about anything else cuz it autosaves
It also handle session locking, error handling, and handle request/data limit really well.
It even has mock datastore, which is really useful for testing the datastore in studio when you want to enable studio access to api but don’t want data to save to the main game, ofc mock datastore will be erased when the server shuts down.
random thought but i’m thinking if i should add bonus stat requirements to use higher tier weapons
i have 2 types of stats: main stats and bonus stats. main stats are strength/durability/mobility/psychic (power). bonus stats are extra stat points you gain every 10 million total main stats, and can be spent on shit like magic/weapon damage/speed/size/cooldown reduction or even more durability/mobility/energy efficiency. maximum bonus stat points is 1100.
i might make it so that to use mythic tier weapons, you need to have at least 550 bonus stat points total in weapon stats (calculated via weapon damage + weapon speed + weapon size + weapon cooldown reduction). the requirement for this may change.
Well that would depend on how much mythical weapons impact combat compared to lower tier ones
me when i get to use all of this but STILL somehow accidentally wipe data (happened to 1 person today i and have 0 clue why)
true but i’ll say that mythical weapons are straight up objectively better than lower tiers and they’d be like far more powerful
also idk why but i’m now thinking about the canon stud to irl unit scaling like should it be 0.25m/stud, 0.3125m, 0.375m, or smth else? your player character is 5 studs tall normally at least in roblox standards. i might make them 6 or 7 studs tall though.
Column 1 | Column 2 | Column 3 | Column 4 |
---|---|---|---|
(!) = too short/tall | 5 stud tall player | 6 stud tall player | 7 stud tall player |
0.25m/stud | 1.25m/4’1.4 (!) | 1.5m/4’11.1 | 1.75m/5’8.9 |
0.3125m/stud | 1.5625m/5’1.5 | 1.875m/6’1.8 | 2.1875m/7’2.1 (!) |
0.375m/stud | 1.875m/6’1.8 | 2.25m/7’4.6 (!) | 2.625m/8’2.4 (!) |
I don’t know how old the player should canonically be, but I was thinking maybe at least 14. The magic from the magical meteor that gave the player powers doesn’t canonically make you bigger.
The code just really hated that 1 person in particular
istg if roblox fully and permanently shuts down-
i might aswell work on flesh armored vanguards in the mean time
- yes
- no
for those who consent, send me the avatars