How much should I be paying a scripter to make the following combat system from scratch? I’d provide all the assets including models, vfx, sfx, animations, etc. (if you are a scripter and are interested please contact me through the forum or discord at ChrisCB#2879).
I just need a general price range in USD.
(Currently I’ve been trying to hire for $300-450 USD for tasks more or less like this)
Basic mechanics
-overhead attack (key-binded to scrolling down) 7 damage
-left/right slash attacks (left attack is m1, right attack is m2) 5 damage
-underhand attack (key-binded to scrolling up) 5 damage
-heavy attack (key-binded to scroll click) - knocks the player back 10 damage
-block (key-binded to f) - block can stop any basic weapon attack seen above
-kick (key-binded to r) - this breaks block: if the user kicks someone who is blocking, it breaks block and stuns them, giving the user a chance to continue attacking. If the user kicks someone who isn’t blocking, it does nothing. If someone kicks you while you’re attacking you’ll still do damage, kick is only used to break block.
Counter mechanics
Left/Right attacks
EX: If someone is attacking using a left slash attack you can attack using the left slash attack to counter (no one takes damage)
Overhead/Underhand attacks
EX: If someone is attacking with an overhead attack, you can use an underhand to counter (no one takes damage)
What doesn’t work
- if someone is attacking with a side attack or an over/under attack and you heavy attack after, they’ll deal damage and you’ll do nothing (heavy attacks aren’t counters)
- if someone is heavy attacking and try using a slash or over/under attack to counter, they’ll deal damage and you’ll do nothing (heavy attacks can’t be counter, only blocked)
Feinting mechanics
You’ll have a brief amount of time after you start an attack to switch attacks (you can only switch once, and it must be right after you start an attack)
EX: if you start with an overhead attack and see the person is blocking, you could switch to a kick.
Stuns/CoolDowns
If a player gets hit by an attack they are stunned meaning they can’t attack back, roll, and have extremely reduced movement speed. To get out of a combo of attacks they must either counter or block perfectly. The interval for being able to counter or block perfectly should be small enough that it’s difficult to do but doable. After any 5 attacks have been landed force the player getting attacked to be knockback (this prevents infinite comboing) This applies to them getting attacked by multiple people as well. Add a brief cooldown between basic attacks to allow the animations to finish and so that the player getting attacked has that interval to block/counter. For heavy attacks and kicks add a 3.5 sec cooldown. No cooldowns for jumping. Add a .5 cooldown for rolling and sliding. If a player gets hit with a heavy attack have that player get knocked back and get briefly stunned. (the distance of the knockback should be great enough that they are unstunned before the player attacking them can reach them again. If a player gets their block broken have that player get stunned for the duration of at least 2 attacks (this doesn’t mean the player has to get hit twice before they’re unstunned, just have it set so there’s time for the attacking player to land 2 attacks if they want to.
Movements
- Walk (hold WASD)
- Sprint (hold Shift)
- Jump (Space Bar)
- Sliding (must be on a slope or sprinting on a flat surface to slide while pressing (c)
- Crouch (tap ctrl)
- Crouch walk (tap ctrl + hold WASD)
- Rolling (hold WASD + Tap Q or E) if you are walking/sprinting left so holding A and you click Q or E you will dash Left, and etc
- Sheath/Unsheathe → (Z)
- idle (when the player isn’t moving) This will have to variations for now, one where the player has their weapon unsheathed and aren’t moving and one where the player has their weapon sheathed and aren’t moving.
- Free falling (when the player falls from somewhere high a free falling animation will play)
- Hard landing (when the player falls from somewhere high and hits the ground hard)
Combat Sound effects
- When a Player attacks regardless of if it hits anything three sounds will play, a woosh sound for the slash, a grunting sound from the player, and a slamming sound since most of the greatsword’s attacks end with it slamming into the ground. If the weapon hits a player more sounds will play depending on what happens. If the sword hits the player directly, it’ll play a squishing sound to simulate the sound of flesh tearing and an impact sound. If the attack gets countered a loud metal sound will play. If the attack gets blocked It will have a duller metal ringing sound but still have one. If a player is blocking and someone kicks that player, a cracking sound will play along with a kicking sound and impact sound to simulate that players block getting broken. If a player kicks a none blocking person then just the kick sound will play with an impact sound and if a player kicks and doesn’t hit a player, just the kick sound will play
Movement Sound effects
- walking will have multiple sounds depending on the terrain (walking on grass, walking on stone, walking on dirt, and walking in marsh are the main ones for now.
- sprinting will also have the same variations that walking does
- Rolling will just have 1 universal sound
- Sliding will just have 1 universal sound
- Jumping will have 1 universal sound
- Free falling will have 1 universal sound
- Hard landing will have 1 universal sound
- Dying will have 1 universal sound
Weapon/Player effects
- When a player attacks regardless of if it hits anything there will be a slash effect and a slam effect if the greatsword’s attack results in it hitting the ground. If the attack hits another player then there will be a hit effect that appears and a blood effect. If the attack gets countered there will be a countering effect with sparks and if the attack gets blocked then there will be a shield effect with sparks that appears. When a player dies there will be particles that emerge from the body that form into a sphere.
Ideas on where to hire scripters
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I’ve tried hiring from Roblox Discord servers and always have the following issues: They don’t know how to script what I’m looking for, The code quality is extremely low with tons of bugs and extremely laggy, Lack of motivation (they’ll start and then a few days later begin ghosting).
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I’ve tried hiring through Fiverr but I have similar issues and more since I’m forced to kind of pay in advance I end up having to spend time providing proof that I didn’t receive what I asked for and spend days awaiting a refund.
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The talent hub to me has been the most useless spot for hiring, half the people on there aren’t actually for hire, they just forgot to switch their status, and then the other half don’t respond.
I just need ideas on what I could do differently to hire decent, motivated, communicative scripters