I’ve been wondering on how I should approach making bosses for a multiplayer PvE game. Originally my plan for the game would just to be make it singleplayer but that wouldn’t recieve well on Roblox. It’s a story driven combat game with cutscenes and I want it to be possible to fight bosses for one person and another person can be fighting the boss. I understand that if I handle this on the server once one person kills the boss they kill it for everyone and making a boss for every single player would be laggy. I’m not sure if other games have done this so my question is how should I make chronological story bosses for each client to fight throughout the story in a multiplayer game?
This is the exact same problem that I’ve been facing in my game. I’m not sure how your game is exactly set up, but what I have been doing is writing the boss’s battle script in a module script. When a player touches the boss spawn area for the first time (you can use datastore to detect if it is the first time), require the module script from a local script stored in the StarterPlayerScripts and the boss fight will run for the player. Additionally, my game is set up with mini-bosses that lead up to the final boss. I have not reached the final boss yet, but when I design him, he is going to be in a separate game (using a teleportation event) so that the server can process complicated physics due to a more complicated boss fight without interfering with other players.
If using a local script is out of the mix for you, or I misread your question, another thing you can do is simply use more variables. For example, when a player spawns a boss, set an attribute in the Boss like
Boss:SetAttribute("Target",player.Name)
You can then process damage and events for each player, making sure they interact with the correct boss (pretending the player is using a sword)
sword.HitBox.Touched:Connect(function(hit)
if hit.Parent:GetAttribute("Target") == player.Name then
Boss.Humanoid:TakeDamage(10)
end
end
and vice-versa for the boss attacking the player
Boss.Sword.HitBox.Touched:Connect(function(hit)
if hit.Parent.Name == Boss:GetAttribute("Target") then
hit.Parent:FindFirstChild("Humanoid"):TakeDamage(10)
end
end
-Edit: One additional thing to note is that if you do not include several checks for the local scripts, they can be easily exploited
Does any of this help you?