How do you update games with many maps/places?

Lets say you’ve added a new item to a game. You’ve updated a script which has a database of all the items and their properties. You’ve added the model for the item into whatever folder is best. Mabey you’ve even added a new script to the game because a new mechanic has been introduced.

But it’s the 100th update. You’ve added yet another map. Perhaps you’ve even added procedurally generated worlds. Now you’ve got 1000.

But you’ve only added the new things to one map.

Do developers really open every single map to paste in say a new weapon model, or is there a better way?

1 Like

If it has many maps already, don’t be worrying about the maps. Be more focused on fixing bugs, new mechanics, things that can be improved, etc. And for the maps you could possibly do random room generator. Add new features that enhance and revamp gameplay.

If this is about updating multiple scripts at once to fit a new system, there’s things like ModuleScripts or Packages that allow for updating in bulk.

ModuleScripts are more for functions that will be used by many scripts, while Packages are for cross-place asset updating.

1 Like

I don’t think thats what they are talking about

It’s about updating multiple maps at once. If you add sa a new weapon, you’d have to go into every map and paste in the model. I’m wondering if there’s a better way.

If it’s a space-based exploration game, new maps are pretty much required always.

If, as you say, i want to improve something, say the model of a weapon, i’d have to add that new model into every single map.

I’m asking if there’s a better way to update all the maps.

I probably should’ve made clear that by maps I mean places/worlds not models in a folder.

if you have multiple maps as in multiple places in your game, its crucial to have a script in each of them that will contact lets say a database containing all the new weapons/items and their properties. I think your best bet is to make a module (or modules) that will do all that heavy lifting work, and have it uploaded to your account so its private. After that, each script can contact those modules, and you only need to update the modules not the scripts (As long as you know the scripts wont break).

In regards to updating models or adding new ones, you can always upload them to your account (yet again) then on the same premise, update the modules for the weapons, and have each script in those places loop through those weapons in the modules and do whats necessary

1 Like

Wow I forgot you could upload models, thanks! Now to look into how to bring in models via scripts.

Any ideas on what i’d need to look into to ensure the server has imported all the external assets before loading the character?

I was looking into that yesterday, found out about ContentProvider. It will be very useful for preloading assets.

1 Like

Or just what I said, Packages. They can be uploaded to Roblox for cross-place updating. This works for basically any asset.

https://developer.roblox.com/en-us/articles/roblox-packages

1 Like

Never used them, only heard of them once. But if they work that way, sure can be a solution too