Downsides:
Baked result would have too much frames and will not try cooling using roblox’s built in animation styles;Althrough it is possible to implement.
And so on.
You are missing a lot without using blender.
All of that could be implemnted via plugins in roblox btw but sadly nobody has done anything so advanced yet
This can only be done on the server. I’d recommend using client-sided hitboxes since it’s much more responsive to the players.
Play it as soon as the awakening starts.
If you play it on the server, everyone will hear it at the same synced time, but you might run into problems if somebody else uses the same awakening, you might have to clone the sound.
If you play it on the client, it might be delayed, and new players that join won’t hear it. You’ll have to manually adjust the TimePosition depending on the delay and determine if a player is awakened and what their awakening value is at when new players join (if you want new joins to hear the music)
You can get a synced time between the client and server using workspace:GetServerTimeNow()
Uhh… you’re gonna have problems without moon or blender. I don’t even know what to respond to this one, the roblox animation scene is primitive rn
Probably one of the easiest yet most annoying parts. If you know what VFX your game will have you can try to simplify it.
When VFX is to be created, you probably want to fire every client except the client of the player actually using the move. The player using the move can create the VFX on their own client since it won’t really affect the server.
This is basically just the same as VFX, unless you’re referring to debris. Debris effects are fired to the client in TSB, you can tell because of how people float after a Serious Punch. It’s different for everyone.