GameStorage Service

Ohhhh MAN this would be perfect. Support, support, support. This is what’s missing from bigger games on Roblox.

7 Likes

Support. I really like the idea of the universe feature and I want to make optimal use of it.

Harvest Season would benefit from this! Currently models are built and scripted in a differant place from the actual game and it’s a huge pain to make sure the models are all updated. This would fix that issue without me having to mess with the insert service and would really simplify the process.

Synced prefabs

3 Likes

Even a new project with only three places is a hassle to sync :confused: Having to copy+paste the whole of ReplicatedStorage every time I make a change to even one of these items:

1 Like

InsertService does replicate, it just isn’t displayed in Studio.

Yes, that’s the problem (for SnakeWorl at least). If he’s inserting things into ServerStorage which doesn’t replicate, he may as well be inserting into ReplicatedStorage since inserted items replicate.

My main problem with InsertService is that I can’t easily edit the assets. I have to insert them into the game, edit, and publish each time I want to make a change (which can be a lot even for a new place).

1 Like

I think for my game I’m just going to keep everything in the same place and have the framework look at the place ID to determine what happens etc. GameStoragw would be a lot better though since it’s all synced BUT then it’s on the ROBLOX servers and I like everything to be on file :confused:

You can’t have universes on-file, so I’m not sure what use GameStorage would be on-file.

I mean the assets. For universes you are still able to publish from a save file, for game storage it would already be on the ROBLOX servers like team create is if I’m reading it correctly

Correct. Not sure why anyone would be keeping an existing, on-site game on their PC, making changes, and then re-uploading to ROBLOX instead of just editing the game to begin with though ¯\_(ツ)_/¯

I’ve got “I’m going to loose all my work if it’s not on file” syndrome

Same. You also can’t press CTRL+S every 10 seconds while editing an online copy of a game and that drives me mad.

Support. This is a good idea, whatever makes universe games much more common.

Support; would be really handy for a project I had in mind!

Oh my god yes. This is what many-place games need to be truly viable.

cc @anon89973268 @Crykee

2 Likes

I support. I just ran into a problem were this would be perfect. Now I’m doing a huge workaround.

http://devforum.roblox.com/t/cross-server-instance-database/40553

Please. :frowning:

I realize this is not a general solution, but it may help some of you until we get this feature. Here’s what I did to solve this dilemma for my project:

Publish the same place file to all 3 places in universe.
Check the PlaceId on server start to determine which place in the universe is running, and set a global “game context” value (adventure/pvp/trading). Also delete instances not necessary for the context.
Each module that would behave differently under the context can check the context variable and behave accordingly.

This way, I never have to open any other place file, and every change I make is instantly reflected across the entire universe when uploaded.

2 Likes

This is currently solvable and personally I prefer this method to having some weird container that is distributed to all places in a Universe.

You can use InsertService to insert games as well as models, this means you can distribute similar content by having a single place containing it all.

A script such as follows should work quite effectively.

local GAME_STORAGE_PLACE_ID = 0

local stuff = game:GetService'InsertService':LoadAsset(GAME_STORAGE_PLACE_ID)
for _, service in pairs(stuff:GetChildren()) do
  for _, child in pairs(service:GetChildren()) do
    child.Parent = game:FindFirstChildOfClass(service.ClassName)
  end
end

It will distribute all content into their respective containers. You might need to add a special case for certain services such as StarterPlayer though…

4 Likes

That causes the same problem using a shared model does – I have to go out of my way to open up the shared storage instead of just unfolding an entry in the explorer.

Sharing assets between scenes is a core component of any reputable game engine and should not need to be individually built by every developer who needs it on ROBLOX, especially with hacks. This should be an official, painless-to-use feature.