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Re: RPG Creation Guide, Updated 25/07/2012

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ninjasheep is not online. ninjasheep
Joined: 26 Apr 2008
Total Posts: 11934
24 Jul 2012 11:52 PM
Updated as of July 24, 2012.

So as most of you know, I wrote the original RPG Creation Guide quite a while ago, and is now out-dated. So I’ve updated the information, and included a few more things I somehow missed the first time. Please don’t bash down any of these points simply because you don’t like them. If you don’t agree with something, provide a valid argument as to why you don’t, and be prepared to defend it. Also please take into consideration that this guide and all its contents are not to be taken completely literal. Remember, if you don’t want something in your RPG, you don’t have to include it just because it says to here. It’s your game, your story, your imagination. Don’t let me hold you back.
Thank you. On to the Guide.

If you're reading this, you're probably interested in making your own RPG. Well if you want to make a respectable RPG capable of getting on the front page (And staying there), you should consider following this guide. If you have any questions that are not covered in this guide, message me and I'll try to answer them to the best of my abilities. Also, it's a good idea to have a hand full of place testers, basically to finding all the mistakes you could make or just trying to give you pointers of what to change, as RPGs tend to be large, the possibility of mistakes is just as large.

Note; this guide is specifically for Open-Ended RPGs, meaning that there is more free-roaming than a straight close-ended story-line. And that there isn’t a defined “Ending” once the storyline is complete. Also I'll add that this particular guide is focused on the ROBLOX aspect, and is written to accommodate ROBLOX’s strengths and short-comings such as brick space, player age, and scripting.

Note; a basic knowledge in advanced building (Cframe, etc.), and some scripting is expected.

Table of Contents:
1. Starting Your RPG
2. RPG Naming
3. Storyline
4. Quests
5. Map
6. Game Play
7. Scenery
8. Resources
9. Enemies
10. NPCs
11. Weapons
12. Levels
13. Shops


1. Starting Your RPG

RPGs can be the best games, and they can be the worst depending on how it was created. There are two factors that make a good RPG, one is the map, and the other is the game-play. An RPG with only one of these two factors is probably not respectable; what would an RPG be with many things to do and kill, but only have a baseplate for a map? Also, what if there was an RPG with a massive well-built map, but only two things to kill with one quest? So, the point is that the map and game-play go hand-in-hand, so you need both in almost equal amounts.

2. RPG Naming

This may seem like a basic thing for any RPG, with minimal thought, however an RPG’s name can make or break the game. Often, RPGs in ROBLOX tend to have ‘-Craft’ or ‘-Scape’ in the name. In my opinion this is silly. I think this because the creators are only naming it due to how popular the Scape of Rune game is, or Crafting Mine game. So when naming ANYTHING in your RPG, never use the names 'Rune' or 'Dragon' or anything else like that, as it suggests your RPG is based off of another game. This is bad is because it is unimaginative, and when making an RPG, being unimaginative is something you want to avoid at all costs. Although, there are some names that are sort of 'Universal' because they are common materials for swords (ex, bronze, iron, steel) or other related object. So always remember to use all of your imagination!

3. Storyline

The Storyline is important for all RPGs to give the player a goal, a common enemy, and/or a purpose. Make sure the storyline makes sense, and follows basic story structure (Start, rising action, plateau, rising action, climax, falling action, respectively) or else it will leave players confused. Also, avoid cliché stories like the player is the “chosen one”, or the villain is trying world domination, etc. Get creative. And remember that it’s called a storyline for a reason: It’s a story, and RPGs are basically allowing players to play through a story, instead of reading through one.

Note; your storyline should NOT be written in your place’s description. That’s for explanations, updates, etc. Instead, have an intro, or NPCs (See 10. NPCs) explaining the land’s situation.

Note; a backstory is something else to consider, as it can tell the player about the past of the land they are exploring. It’s not as important as the present time of the game, but gives an explanation as to why things are as they are.

4. Quests

Quests are essential to RPGs or else it’s just a game where players go around killing things. Quests give the player purpose, and story. Remember to give the quest a purpose, not just an NPC saying “Kill 5 goblins!”. Instead have the NPC explain why they want said goblins killed: “Those goblins are a menace to the village, could you kill them? You’ll be rewarded!”.

Note; it is helpful to explain what the quest reward is before the player chooses to start the quest, so they can decide if it is worth it or not.

5. Map

The map is probably the least important of the two factors, but that does not excuse its importance. When making your map, remember to make it a decent size to make players actually go on ‘adventures’. It is recommended to use Cframe as much as possible when making your map, and if you don't know how to Cframe, learn or this will all be useless. Normally, the map should be divided up into climates or environments; this will tell the player what types of things they would encounter in that area (ex. a rock monster in a mountain, a lava monster in a volcano). A few types of areas are listed below, not all needed, and definitely not all are listed.

A) A town (Some-what necessary, unless you choose not to)
B) A mountain (optional)
C) A forest (optional)
D) A desert (optional)
E) A water source (Some-what necessary, water makes it realistic)
F) A cave(s) (Fun to explore, but optional)
G) A swamp (Good for undead enemies, but uses up a lot of bricks)

Remember, make the areas realistic, don't have a big lake in the middle of a desert. Also, avoid blank areas on your map, nothing is more boring that a random patch of grass. And finally, I should mention that every brick on your map should be smooth-surfaced, meaning no studs/inlets, because they can cause a surprisingly big amount of lag.

6. Game Play

Game play is probably the most important of the two factors, but also the hardest to include. Game Play is the amount of things to do in an RPG, like killing monsters, quests, cutting trees/mining and exploring. Most RPGs are just the player going around killing things which, although can be fun, will get boring fast. A way to avoid this is to add as many things in this category to your game. Some types of game play options are as followed, but again are not all needed, nor are all listed.

A) Monsters (Obviously needed)
B) Quests (Needed)
C) Cutting trees (Optional, but good way to make money)
D) Mining (Same as cutting trees)
E) Exploring (Gives the player something to do)
F) Puzzles (Optional, but fun to have)
G) Have NPCs to talk to (See 10. NPCs)
H) Random rewards (See below)

-Random rewards; Random rewards are good because if there is a hard area or challenge with no reward, the player would think it as a waste of time, so maybe put a chest on the top of a mountain or have a money prize at the end of a cave.

7. Scenery

Most RPG builders do not realize the importance of scenery, and how much it can make your RPG look professional. There is no fun in going to an RPG that has enemies, but only a baseplate and mountain. This will look dull, with nothing to look at. Anyone can copy and paste a nice map, but without scenery a nice map will look very boring. Most RPG makers think that scenery just adds too many bricks which cause lag. But really if you make it right, scenery can look good and only have three bricks. Here is a list of good scenery to have in your RPG, but like always, is optional, and not all are listed.

A) Non-cut-able Trees (Adds foliage)
B) Bushes (Good to hide small treasure/foliage)
C) Rocks (To add detail)
D) Statues (Good for Easter eggs, could be built depicting a friend, tester, etc., optional)
E) Furniture (Good for houses, optional)
F) Signs (With a pointer to a direction)
G) Flags (For towns or camps)

It should be noted that all scenery, no matter how simple, should be C-framed to reduce brick count. Also, remember to not over-do scenery, you don't want too many things or the brick count would be too high, so spread it out. Also, for any scenery that goes good with itself in a group (Trees in a forest) you'd be surprized how much better it would look if you have each scenery rotated at least once (So you don't have a forest pointing in the same direction).

8. Resources

If there is ever an RPG that only has enemies to fight, I promise that it most likely will not be fun. Trees, mines and other resource-gathering methods are a good way to keep the player busy and is also a good money giver, but remember to not over-do it, make sure you always spread the trees and mines out evenly or players will only “farm” those resources and essentially get infinite money. Always make sure that the resources you're adding is in a place that it would look natural in. So don't put trees in a cave, or mines in a forest. Also a good thing to remember is to keep the resources in groups of 4-6, avoid making groups of 7 or more to avoid farming (As said above). Here is a list of good places to put a resource, but as always, are mostly optional and depending on what regions your map has, and not all are listed

A) 1 group by starting town; Trees (Optional, but good to have)
B) 1-2 groups in an easy cave; Mines (Optional)
C) 2-3 groups in mountain; Both (See below)
D) 2-3 groups in forest; Trees (Optional, but makes sense)

-Mountain resources, the problem with mountains are that they are unique, meaning that some can have mixed proportions of both mines and trees, depending on how big the mountain is in the first place, but I'll let you decide on what you should put where.

Note; for deserts, avoid putting any trees in the desert region, and instead use mines, but only sparingly.

9. Enemies

From Orcs to Golems, enemies are needed in every RPG, or else it's not really an RPG. If you want your RPG to be a challenge, make sure you add a good amount of enemies with varying levels and rewards, because what is fun about killing a bunch of one-hit-kill enemies? A good thing to think about when positioning enemies is to keep in mind what climate someone might find that type of enemy (Don't put an ice-based enemy in a volcano). When setting the damage that the enemies deal on players, avoid setting it above 50, because you don't want the enemies to kill the player in two hits. Also, avoid setting the Gold and Exp the player gets when killing an enemy too high, as this makes players only go after that enemy and not fight anything else. When deciding how much health the enemy has and to make the amount of Gold/Exp make sense of the corresponding enemy (Have bandits give more gold than a goblins), a good rule of thumb is to just multiply the enemies level by 10, so a level 1 enemy would have 10 health, and a level 10 would have 100 health. Also, in my opinion, any enemy over the level of 100 is ridiculous in any scenario, as the level scaling wouldn’t make sense for players (See Levels for more explanations). Here is a list of good enemies to have in your RPG, but of course, these are all optional, and not all are listed.

A) Man (Optional)
B) Bandit (Optional, but good to have)
C) Orc (Optional, but good for challenges)
D) Goblin (Optional)
E) Elementals (Ice, fire, earth, air, all optional)
F) Undead (Skeleton, ghost, zombie, all optional)
G) Golems (Stone, sand, steel, heavy materials, optional but good to have)

Remember, have the area around the enemy match the corresponding enemy type (An area with bandits would have tents).

This can be a confusing lesson to some people, so I will add an example.

Name: Bandit
Level: 5 <--- Independent variable for everything below
Money: 25 <--- Multiply level by 5 for amount of gold
Exp: 20 <--- Multiply level by 4 for amount of Exp
Health: 50 <--- Multiply level by 10 for amount of health
Damage: 10 <--- Multiply level by 2 for amount of damage (this is actually very strong)
Walkspeed: 16 <--- See below

-Walkspeed; Walkspeed is kind of in its own column because it is not affected by the level of the enemy, but the type of enemy itself, (make bandits [around 16] run faster than a stone golem [around 12])

Note; Bosses are a good challenge for some players, and with the proper reward can almost make players go on an adventure just to achieve it.

Note; an enemy drop script would be worthwhile for your RPG, as it gives the player a basic loot, past the common Gold and Exp rewarded. Although keep in mind to avoid giving low level enemies high level loot, or players will “farm” those enemies.

Note; try not to name any enemies in your RPG from other games. Although it may be hard due the fact that most RPGs use the same list of enemies, like bandits, goblins, undead and orcs. Also, do not add dragons in your RPG unless completely necessary, dragons, if made well can cause a lot of lag, and look pathetic if not made well. And use your imagination!

10. NPCs

NPCs: Every RPG should have NPCs, or 'characters' for the player to 'communicate' with or it leaves your RPG looking unpopulated. The good thing about an NPC is that you can have them say anything from quests, to hints, to opinions, to jokes. Easter eggs are also good for NPCs, because you can have them say anything.

Note; if you have the skill, avoid have NPCs use ROBLOX’s default Dialog boxes as they are way too limited, and instead use your own GUIs and scripts.

11. Weapons
Weapons in RPGs are obviously important, but are often overlooked in many ROBLOX RPGs. Make sure there is a large selection of weapon classes, and even sub-classes. Don’t just have Swords, bows, and magic. Have Daggers (Low damage, fast speed), swords (Medium damage, medium speed), long swords (High damage, slow speed). Long bows (Long range, slow), short bow (Shorter range, faster), crossbows (Direct shot, medium damage, very slow). Magic spells, staves, etc. (Up to you for effects, possibly have one on area, and another shoot projectiles?). This provides players with a large choice of how they play their game (Literally, they choose their Role [In Role Playing Game]).

Note; do not have over-powered weapons or every player will try to get it. Avoid having the best weapon be able to kill the worst enemy in one shot to keep up the difficulty.

Note; I did not list all the possible weapon types, by far there are way more than that.

Note; Legendary items/weapons are always a neat addition, as it gives players things to collect, and can start an adventure just to obtain said item.

12. Levels

Levels are a common way to show the player how much they’ve achieved, or how difficult an enemy might be, but if you are creative enough to have an alternate method to show this, all the power to you. Although for some reason many ROBLOX RPGs have players and enemies exceeding to ridiculous levels with ridiculous amounts of health. To me, this is silly. Unless you plan on having a player level up five times from a single low-level enemy kill, don’t expect players to get over level 100, and definitely don’t make enemies over level 100. Never have a player level up quickly or easily (As in, from a single kill) either, make the player actually work for their level, or else it will lose its achievement aspect and mean nothing. If you can, have levels increase the player’s health by 10 every level, make more quests available, etc. to give them more meaning. Also, avoid having level gaps, as in bandits are level 2, and then goblins are level 5. There is nothing in between for level 3 and 4 players, which now have to kill level 2 bandits because level 5 goblins are too hard.

Note; avoid dividing areas by level doors. It’s an inefficient way to keep players away from high-level areas, as the first area, and usually second area are flooded with players, whereas the higher-level areas are never even seen. Instead, make the higher-level areas accessible to everyone, but just so incredibly difficult to low-level players that it would be pretty much suicide to go unprepared.

13. Shops

Always essential for RPGs (Unless you have a more creative way), as it gives a common area for players to buy items for the game. Of course, if you have the scripting knowledge, consider having a two-way shop (Buy items and sell items) system to allow players to sell loot they’ve obtained from the enemy’s drop script. Also, avoid having shops out in the middle of nowhere, as it’s unrealistic. Make them all (Or most) in a town. Another thing to consider is realistic pricing; never make a sword worth 1000000 gold, that’s just silly.

The end.

As I said above, please take into consideration that this guide and all its contents are not to be taken completely literal. Remember, if you don’t want something in your RPG, you don’t have to include it just because it says to here. It’s your game, your story, your imagination. Don’t let me hold you back.
I worked very hard on this, and gave it a lot of thought. So I really hope this helped. And remember, if you have any questions about RPGs, message me and I'll try to answer to the best of my abilities.

Thanks for reading!
(And please ignore any spelling mistakes if there are any, I tried my hardest.)

-Ninjasheep :)
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ColorlessBody is not online. ColorlessBody
Joined: 21 Jun 2012
Total Posts: 193
25 Jul 2012 12:35 AM
You should've posted this in Game Design, because it is clearly about game design.

Also, you're saying we need to use CFrame for the terrain, but, what if we want to use ROBLOX's new terrain instead? It'd do a better job.

I also disagree with using custom-made dialogs instead of ROBLOX's dialogs. I can't imagine a case in a RPG where ROBLOX's dialogs would be too limiting. Can you give me an example?
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ColorlessBody is not online. ColorlessBody
Joined: 21 Jun 2012
Total Posts: 193
25 Jul 2012 12:37 AM
Also, I really like the part about using the level and multiplying it to define the other stats.

Finally, I'd like to point out that, if I made a RPG, I probably wouldn't even make a level system with experience. I would just make it work with enemies dropping items and the player getting better and better items.
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ninjasheep is not online. ninjasheep
Joined: 26 Apr 2008
Total Posts: 11934
25 Jul 2012 09:55 AM
I didn't post this in Game Design because the first version of this was in Building Helpers. My bad.

I didn't include Terrain due to the fact that most follow scripts are linear (I'm not expecting people to have scripted pathfinding AI), and that Terrain has such steep inclines. I have in the past exploited (In the term of cheating) an enemy by standing on a lower block with the enemy on the higher block, and got a free kill. So if you want to make an RPG with Terrain, that'd fine, but keep in mind the draw-backs.

And as for limited dialog, you can't have the NPCs talk more that 100 (Is it 100?) characters per box, which makes the creator have to divide it into separate boxes with that player's dialog option of "Keep listening". Which is silly and avoidable with GUI dialog.

As for what you said about leveling, I provided this for a reason:

"Levels are a common way to show the player how much they’ve achieved, or how difficult an enemy might be, but if you are creative enough to have an alternate method to show this, all the power to you"
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ultralegomaster5096 is not online. ultralegomaster5096
Joined: 17 Jan 2011
Total Posts: 4351
25 Jul 2012 09:57 AM
Instance.new("TextwallAlert",thread:newPost())
Good guide though.

~Death to lazy builders. Remove the CFrame tools. Command bar all the way. -pauljkl
Derpity derp derp. My favorite saying.
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scrin445 is not online. scrin445
Joined: 10 May 2011
Total Posts: 3955
27 Jul 2012 02:56 AM
One thing is true. Get the basics done first. THEN you can add on it.

Doing the basics first is better then getting it perfect first.

Ninjasheep, that could've been added. But it's not useful yet.
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Maxattax is not online. Maxattax
Joined: 08 Jun 2008
Total Posts: 120
31 Jul 2012 10:10 AM
Too long; Didn't read...

Just kidding, I totally agree with everything in here. Wherever he says you need to make your own Gui's, terrain, npcs, etc. HE IS RIGHT. When you make that stuff, it impresses players by a mile. It's sure to make a lasting impression and you will be able to customize your game to the max.

I did notice that he commented on brick lag a lot too, which he is right, I have experienced this before, and its not fun when you find out your game lags that bad! But I have a solution to this, to a point at least. Get this model, and if I remember correctly, I put a description file inside of it describing how it works. Basically, its an automatic load cell. When someone gets close, the stuff inside generates. When you move away from it, the stuff inside degenerates. Piece of cake! Well, on the outside at least...

Model Link: http://www.roblox.com/Wilderness-Cells-item?id=78795741

Overall, I hereby approve this.

[MAXATTAX APPROVED CONTENT]
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ninjasheep is not online. ninjasheep
Joined: 26 Apr 2008
Total Posts: 11934
04 Aug 2012 08:43 PM
A lot of budding RPG makers popping up. So I'll bump this instead of reposting the link on all of their threads. Hopefully they will learn something for it.
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thedestroyer115 is not online. thedestroyer115
Joined: 19 Dec 2010
Total Posts: 11546
04 Aug 2012 10:17 PM
Ninjasheep doesn't need Maxattax approved content for me to know he made the best guide. ;)

-------------------------
~thedestroyer115, an explosion of knowledge~
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salty1264 is not online. salty1264
Joined: 20 Oct 2009
Total Posts: 345
05 Aug 2012 10:39 AM
I notice your constantly saying to have a story or itll suck but the majority of the really popular rpgs have no story.
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ninjasheep is not online. ninjasheep
Joined: 26 Apr 2008
Total Posts: 11934
05 Aug 2012 01:27 PM
They're really popular because players don't realize that what they're playing is not an RPG, but rather a level-gaining enemy hunt.
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thedestroyer115 is not online. thedestroyer115
Joined: 19 Dec 2010
Total Posts: 11546
06 Aug 2012 11:19 AM
I thought the definition of RPG was Role Playing Game. I didn't know that you require a storyline to Role Play as a character on a mindless enemy hunt.


-------------------------
~thedestroyer115, some of the most kind and helpful posts possible!~
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ninjasheep is not online. ninjasheep
Joined: 26 Apr 2008
Total Posts: 11934
06 Aug 2012 11:27 AM
The entire point of playing as a role is to do things according to that specific role. Enemy fighting is a fraction of that, but definately not it's entity.
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uglyboy88 is not online. uglyboy88
Joined: 05 Dec 2011
Total Posts: 4
10 Aug 2012 03:28 AM
very good guide i like it please post how to make one exactly thanks
please reply
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ninjasheep is not online. ninjasheep
Joined: 26 Apr 2008
Total Posts: 11934
10 Aug 2012 06:24 AM
What? Did you not just read that entire post?

I'm not going to say how to exactly make an RPG, as they are extremely to personal and customized to the creator. If I were to exactly say how to make one, everyone would literally have the same RPG, and essentially end the genre entirely.
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Kirbykid02 is not online. Kirbykid02
Joined: 18 May 2009
Total Posts: 2671
10 Aug 2012 06:29 AM
Personally, I think Roblox RPGs are pointless.....User-made ones are usually pointless. No plot, usually no cutscenes, real-time fighting in Roblox against AIs are rubbish, lack of creativity and the fact that most RPGs are bound to 5-6 bricks per monster.
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ninjasheep is not online. ninjasheep
Joined: 26 Apr 2008
Total Posts: 11934
10 Aug 2012 06:37 AM
Unfortuantely that's a true steriotype for RPGs. However that is why I mentioned the importance of a storyline in this updated version.

As for the AI, well, they're as good as we can get them to keep them simple. As we can't have 5 extremely intelligent AIs for a usualy RPG sized map. It just wouldn't work out too well.

Hopefully this will change in the near-future.
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scrin445 is not online. scrin445
Joined: 10 May 2011
Total Posts: 3955
10 Aug 2012 09:15 PM
These days, RPG are really uncreative action based RPG. Some only make ones that are highly unique.
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ENET is not online. ENET
Joined: 01 Jan 2010
Total Posts: 4820
11 Aug 2012 10:07 PM
The reason AIs cause so much lag is cause the original maker of the zombie wasn't so intelligent to create one script that could handle updating all ais so you isntead get a bunch of random threads that are constantly on repeat at different intervals. A good thing to do is....

1. Store all the ai handling in one script.
2. Loop through all players and get a list of all the ais within said player by 10-20 blocks.
3. Update said ais to attack said player.
4. wait a few seconds
5. Repeat

Another thing is... generally when does something that is on the attack change direction just cause someone else got closer? ALMOST NEVER....

The only reason a ai should change prey is if:
1. Another entity attacks said ai.
2. Other entity is too far away.
3. Other entity already died.

Another way to keep AIS from performing lots of calculations is to give them stamina. Why make them attack all the time? If they have been chasing someone give them a time period to regain energy unless attacked/provoked.

Another good idea you can do for AIs is to use a chunk based system. Don't modify any ais unless they have a person in their chunk. This goes for other things as well. Why make a fountain that shoots water unless a player is near?
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ninjasheep is not online. ninjasheep
Joined: 26 Apr 2008
Total Posts: 11934
12 Aug 2012 05:17 AM
You are correct in all your points, and your reasoning is valid. And I do that with my currecnt RPG anyways. With an added part that enemies only patrol when an enemy is close, and essentially goes on "low energy" when they are out of distance, and goes away completely when no players are around at all.

However, I'm not going to ask that of most people, as I can't expect them to know that much scripting.

I suppose they should if they want to make an RPG, but with how ROBLOX RPGs are now, it's an unfortunate truth.
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ENET is not online. ENET
Joined: 01 Jan 2010
Total Posts: 4820
12 Aug 2012 08:14 AM
I would necessarily remove them, i just wouldn't update them or anything.
A good way to do this, would be to keep a list of chunks and what creatures are in said chunks and check the player vs the chunk rather than player vs creatures. Than if player is in that chunk(or an adjacent chunk), then and only then call each creatures update function from your main control script. This way you are mainly checking maybe 20 chunks against 12 players instead of 100 creatures against 12 players.

Another thing is, if you already find one player in one of the respective chunks, you might as well end the search against players for said chunk and move to the next chunk and check it.

=========================================================

Here is an example of an iteration with 3 chunks and 4 players.

Chunk                 P1     P2     P3     P4
1                            x       x       x        x
2                            x       √               
3                            √                    

The above results show that noone was in chunk1. At chunk2 p2 was found and thus it just stopped the search as it is already an active chunk. At chunk3 p1 was found and search ended.

=========================================================

Another way to modify this is using this logic:

Given we have 20 players in one game and 20 chunks that is alot of iterations.

20x20(+-1) = 20-400 iterations total.
It will be twenty if the first player searched is in every chunk but that is impossible,

Well lets say if a player is in a chunk thats been searched then why keep checking for that player in every chunk as he can only be in one at a time. So everytime you find a player in a chunk, you remove that player from the list of players to iterate for in the next few chunks.
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BuildingEngioneer is not online. BuildingEngioneer
Joined: 20 Jan 2012
Total Posts: 36
16 Aug 2012 06:18 PM
A good guide.
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TheCylusDeath is not online. TheCylusDeath
Joined: 08 Apr 2012
Total Posts: 59
26 Aug 2012 03:43 PM
Thanks dude. It was very helpful. You are a great person. ;p
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Masterlet is not online. Masterlet
Joined: 30 Jun 2011
Total Posts: 648
15 Sep 2012 04:48 PM
So....

The shop on the land (not the desert or anything else) on my rpg game sucks. D:
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ninjasheep is not online. ninjasheep
Joined: 26 Apr 2008
Total Posts: 11934
15 Sep 2012 10:31 PM
Use my GUI shop template:

http://www.roblox.com/Free-GUI-Shop-item?id=67788373
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