How to script indie/psychological horror games? i cant find ANY tutorials on it

I wanna make a psychological horror game (like TMIRB(the moon i rot behind) ). I learned some script basics and i even can script dialog module. but i have NO idea how to make things like: chapters system, chapter datastores

(but i know some basics and i even know how to script a module for it, i think),

storyline

(i was putting all dialogs and events into 1 SINGLE local script in the past, and i know its a horrible idea).

I tried to find some tutorials on psychological horrors like this but i found NOTHING. And i might be too stpd to write datastores without someone to wrote it for me(or like.. learn the structure of someone’s script).

I wont use ai only because their scripts are often dont work(terrible). So, if you indie developer who knows about things that i mentioned here:

chapters system, chapter datastores, storyline e t c

PLEASE teach me how, i tired of seeking some tutorials and writing tons of topics on devforum for this reasons.

Thank you.

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Looking at other games, they’re usually party-style games where you teleport to another location:

  • Select chapter: the player creates a party, selects a chapter and others join, when the time runs out (or the party is full, depending on the system), everyone is teleported together to a new server of that Place, for the UI and as a group (when they need to enter a square).
  • Physical location: an area for each chapter, with the party from the previous one, the player does not select the chapter, the area already determines it.

In both cases, players will always be taken to another location where the actual game takes place; for this, you have to use TeleportService:Teleport


If you mean that a chapter depends on X to be unlocked, the requirements are checked before the player can join a party, probably when the player joins and are stored so they aren’t called up in the middle.

Here’s a simple example: a player completes Chapter 1, saves a value in the Data Store and returns to the lobby; now the invisible wall for Chapter 2 has been removed (from their client) because they have met the condition of having completed Chapter 1.

You can use other methods, but this is the most common approach.

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  1. datastores are as simple as you create a set of storage and then connect a piece of data to a key, the key usually being the player’s userid. if by a chapter system you mean where after the player is kicked out of the game it moves on to another chapter you can get a datastore for it and get the value with the player’s key and then increment it by 1 and reset it, and then when they rejoin you can just get the value again and make the scripts behave differently
  2. just store the story data in a module script(s)
  3. you can use ai without using its scripts by just asking it how to do/approach something and then keeping what it said in mind

the reason you have not found a tutorial for this is because these games have almost nothing in common regarding their actual systems

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