Hi there!
Some time ago, I made a quick system to enchant DysfunctionalBrick’s building showcase (though he’ll wait till the game contains more material before adding it), and noticed a possible boost for just about any larger-scale game maps, which would definitively make it more fun for players to explore your creations. :woohoo:
A tad like how Asimo added aspects of interaction to draw players to explore his Port Gloom, this system weights on purely exploration. The idea is based on Guild Wars 2’s features for massive exploration and achievements in doing so.
With the new system (see bottom of post), all you need to do is setup spheres in your game (or other shapes, but using the property Shape = Ball is suggested for similarity in all cases of approaching a target point), which you name “PoI_” (last letter being an uppercase i), having the name of the location after the underscore. You can look inside the ModuleScript in ReplicatedStorage to find a new function clientCallback, which is used for client-side changes to the game (useful for FE games), as well as a variable, fadePoIchanges, which is used to add a nice effect to the GUI.
Players explore your map, and as they discover your placed landmarks, they’ll be able to see where they’ve headed, fading in a label on their screen and updating a list in the bottom right corner of their screen, and playing a small sound (and other sound on 100% map completion). Those effects will only happen when you discover a place for the first time.
The progress is saved in a Data Store, so players can return to safely see their progress saved. Furthermore, if you want to utilize this system even more, you can use the server-sided callback function to e.g. unlock new areas of your map on the compromise that players first discover certain locations or reach a certain map completion percentage. Note you can test this offline too.
Here’s an online open-sourced demo showing the system for anyone interested http://www.roblox.com/games/111120239/Point-of-Interest-system
[size=5]Setup changes[/size]
[size=4]New changes[/size]
With the new system, you don’t have to make a StringValue (you still need to choose a name for your PoI). You can still use the setup regulations of the old system. Instead, as (almost) seen in the comment below, you just have to name your part PoI_LocationName.
[size=4]Old version[/size]
With thie old system, all you need to do is setup spheres in your game (or other shapes, but using the property Shape = Ball is suggested for similarity in all cases of approaching a target point), which you name “PoI” (last letter being an uppercase i). Inside those, you put a StringValue named “Location”, containing the name of your interesting landmark.