So. I had aimed at creating a module for the class system, that was similar to the game named Soulshatters, It’s similar to Untitled Combat Demo, but not identical.
I’m not sure how to plan it, and I’m constantly losing motivation and focus. because I’m getting irritated and bewildered
I already have a foundation in the form of an empty module script. I’m not sure where to begin.
Multiple modules with each module being a class of it in itself ?
And then a “master” script that handles the modules/classes.
Don’t quote me on that of course since people might be screaming at what im saying. Most “class” structures I’ve made failed. Though it could be something you want to look into? Creating all the classes and shoving it into one module script seems like a wonderful way to see immeasurable-disappointing pain of trying to find certain lines or errors that occur . (Though some might find it easier-?)
Each module script can have a folder inside, designated with the sound effects, weapons, and other things possibly.
If you’re taking a very simple approaches in your “classes” (a normal attack and a charged attack, a set amount of animations for both, with varying damage amounts), then it can be possible to set it only to one script with a folder containing all the sounds/assets of the various classes. (organize of course)
I’ve made a class system game. If you wanna know how i did it, here:
Theres a folder in ReplicatedStorage called Loadout that has all classes in the game. When a player respawns, a script in ServerScriptService checks if it has a class assigned and, if so, builds the class on the player.
When building the class, i have a function that gets the static (accessories) and animated (motor6d) gear and put them on the character, while also loading the animations in the Animations folder early into the Animator inside the Humanoid.
Then i insert a folder called Core that has the scripts, the remotes and values (like an ability’s cooldown or damage) into the character and enable them when im finished cloning it. The modules have the attack functions inside, and the scripts have the main infrastructure of it (Binds, etc.) The Clientside and the Serverside communicate with the remotes inside the Remotes folder. The values are inside Status.
I also have singular modules that handle debounce, damage, damage display (billboards) and buffs/debuffs.