Creating a turn based system

Hey there :wave:

Recently I have been creating concepts for a unique take on a turn based combat system but I havent been able to get over how I’d make security work within this system.

My main goal for this system would be to create player movement within the battle field as seen in this video based on player attacks.

Unlike your everyday normal turn based combat system, this one uses the environment to create unique attacks and mechanics that players can use while moving around the map around them. The difference with this system would be that normal turn based systems would display the map and its visuals PURELY on the client while this system would rely on both the client’s inputs AND the server’s security to create secure and reliable hit detection.

I have thought about creating the frame of the map and enemy/player hitboxes on the server and then have the client display all of the systems visuals, the only problem with this method that I see would be that I’d have to place the maps extremely far from players render distance as well as keeping track of where other maps are currently taking place so that 2 matches dont overlap.

If you have any alternate methods or suggestions then feel free to comment on this post!
All help is appreciated! :grinning_face_with_smiling_eyes:

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Just make everything transparent?

Although this would work, wouldn’t it be more of a band-aid solution?

If I remember correctly, transparent parts still take up memory and there will most likely be several matches actively running at once.

Destroying these parts on the client would also give a similar result as the objects are still being loaded and rendered in said clients workspace.

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Can’t u make a attack insert a part, and make the player look at it using CFrame.lookat

Even if there’ll be 1000s of hitboxes in each match at the same time, it’s not an amount of that it will cause an issue. Besides, you might actually have use for these hitboxes and other things to do stuff on the client - like for example doing a raycast to see which enemy the mouse is over, with a whitelist that includes only relevant hitboxes.