Should a story game be server-sided or client-sided?

Should a story game like ((50) Break In (Story) - Roblox) be client-sided or server-sided? Obviously some things need to be server-sided, like giving tools that can affect other players, but most of the story could theoretically be client-sided, since it’s the same thing for every player.

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When I read this I immediately think of the original Halo games, they work both ways, with some pretty clever solutions to both styles of play.

Doing Co-Op gives good teamwork a competitive edge, because you might not have to restart checkpoints with at least one party member alive, compared to restarting a checkpoint if you die solo.

On the other hand, it’s a large debate about which one’s better if you were a person that liked playing solo.

You could do both options, combining the ability to let players solo or collaborate!

EDIT: dang man sorry for letting my ambition cloud things up so bad, @DiamondDrencher1 has epic advice in your regards

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I would recommend making everything server-sided, then using RemoteEvents only for communicating with the clients.

Exploiters can access, edit and make local scripts, and, possibly, use a RemoteEvent to communicate with servers. So making everything server-sided would make it impossible to be changed by exploiters, and also only making server-to-client RemoteEvents can be good communication, and secure.

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