My projects seem to be leaning towards this big one, A Fighting game that uses inputs akin to Street Fighters famous “QC” or Quarter-Circle movement.
The process is simple, I have a UserInputService check what button was pressed in correlation to a command-layout, so WSAD = UP/DOWN/LEFT/RIGHT and IOP = Weak, Medium, and Strong,
I use a string value to check what the buffer is at, and then run through each move to see what the most accurate move would be, so if you correctly do a Quarter Circle, then move Forward and hit Light, you’ll do a generic fireball, or if you’re a big FGC fan like me, you go 2-3-6-Weak
(If you’re curious on my buffer system, go check out a good article on QCF+Punch: Implementing Street Fighter-style Input | Game Dev Without a Cause)
My Question is: Is the buffer safe to hide on the client? Or is that risk of the player being able to one button spam Fireballs too great? I’d assume since it’s only a string they just have to figure out the context and alter it as they see fit. But having a smooth input with little delay is the key to a Fighting game.