I’ve been thinking about how specific game mechanics work in Roblox, especially how the murderer is chosen in MM2. We see a percentage of the chance of becoming a murderer before each round.
It increases every time you are not a murderer and resets to 2% after you become the murderer. I want to implement that system into my game, but I don’t know how it’s done properly.
I thought about it and conceptualized two systems through bad drawings on Paint. I don’t know if either one is correct, but I still want to share my thoughts on it.
So, the “spinner” style takes every player and puts them on a “spinner” (not literally), and they take up whatever percentage of the spinner. Then, one person is chosen from there.
The “everyone has their own spinner” style takes the spinner and gives it to every player. Then, their percentage takes up part of the spinner, while the rest is taken up by “not murderer”. (It’s doesn’t mean innocent either, as that is given to everybody after the murderer is chosen)
I also have a few more questions. Where is the percentage stored? Is it a datastore value or just an int value that is created every time a player joins? Is it exploitable? How would I prevent hackers from exploiting that value?
I hope I explained my ideas well and I look forward to what you think and whether you created a system like this before.