That’s solid, here’s a structure I would reccomend for the campaign system, it’s what big boys use:
Each mission lives in its own Module, returning a table with the following, so for example:
return {
Id = "Mission_01",
Title = "Power Surge",
OnStart = function(player, context) end,
OnUpdate = function(dt, context) end,
OnComplete = function(player, context) end,
Conditions = {
Objective1 = function(context) return context.enemiesDefeated >= 5 end,
Objective2 = function(context) return context.switchActivated end,
}
}
You always gotta have the individual prinsiple, you split everything into individual modules/scripts as much as possible, put them all in something like ReplicatedStorage.Campaign.Missions then
Create one cntroller script module called MissionManager that probably:
Holds the current mission state, so like, is active, progress, mission id, handles starting and stops missions and specifically uses BindableEvents or Signals to communicate with world systems, say UI, dialogue, spawning, something like:
local MissionManager = {}
local currentMission
function MissionManager.Start(id)
local mission = require(script.Parent.Missions[id])
currentMission = mission
mission.OnStart()
end
function MissionManager.Update(dt)
if currentMission then
currentMission.OnUpdate(dt)
end
end
return MissionManager
Remember to hook the MissionManager.Update to RunService.Heartbeat or whatever you want, just a loop so the logic can tick withotu hardcoding connections/flow all over the place
Now,t his one is optional bt it’s good:
If you want to scale, say your game is huge, use a single Signal/EventBus module to route the gameplay events, example:
EventBus:Fire("EnemyDefeated", player)
EventBus:Connect("EnemyDefeated", function(player)
context.enemiesDefeated += 1
end)
So missions can subscribe/unsubscribe dynamycally rather than doing logic into global scripts
Always keep campaig progress in a PlyerData module, something like DataStore or ProfileServic, so:
playerData.CompletedMissions = {“Mission_01”, “Mission_02”}
Whena player loads, load their progress and let the earlier MissionManger unlock missions based on if’s
Now, this one is a good tip:
You use World “Zones” or layered content, so like you enable / disable regions or enemy spawns with CollectionService, such as:
Mission_01 - Uhhh, jungle
Mission_02 - Desert
Also transission missions by the cutcene or a fade instead of just teleporting, well do both but it makes it seamless, this gives players a second longer layer of a ‘game loop’, a “short game loop” and then a “long game loop”