Need help with Final Circuit's Campaign

Hello!

I’ve been working on my project, Final Circuit, for a while now, and recently I’ve been thinking about adding a full campaign system to it. The idea is to let players select missions and progress through them without having to teleport to different places for each one. I want everything to stay within the same game universe—no separate places, no loading screens—just seamless transitions and clean logic.

That said, I’ve been running into some challenges when it comes to organizing the mission system. I’m trying to figure out the best way to handle mission logic using modules, event systems, or any other clean, scalable structure. Ideally, I want to keep everything modular and easy to manage, especially as the number of missions grows.

If anyone has experience with building in-place campaign systems or managing mission logic without relying on teleporting between places, I’d really appreciate any insight. I’m open to suggestions on how to structure mission modules, handle mission states, and keep everything organized in a way that’s easy to expand and maintain.

Thanks in advance!

— MasterDevelopments Owner of Final Circuit

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Sorry, i know all about scripting, ui designing, etc, because my device is phone, so i cant assist you, i just give you a tip,i think you should Add some UI and script, Get input Using UserInputService and add map but put it far away, dont too far away, just put it until player cant see the map or you can put it in replicatedstorage, and some game logic, sorry thats all information i have, if i have a computer, i could assist you someday

Thanks for the tip, I appreciate it. I get the limitation with using a phone—no worries at all. Your suggestion about using UserInputService and placing the map out of view (or in ReplicatedStorage) makes sense, I’ll keep that in mind as I structure things. If you ever get access to a computer and want to help out more directly, feel free to reach out. Thanks again.

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”

I very much appreciate this, its very well thought, but, what about for checkpoints, when you die, it reloads the checkpoint, I know how to check for it, etc, but lets say, I dont wanna load the events again for a checkpoint, what would I do then, because reloading a event is a bunch of proccessing and lag.

Yes, so:
Subscribe once forever, all the world systems like spawns doors UI listen to an EventBus exactly once at the game start, so really missions would never reconnect, they only publish the STATE, so “MissionStateChanged” or “ObjectiveProgress”, “SceneSetChanged”, this way a reload doesn’t duplicate connections

Do sceneSets, not scripts, group stuff by tags, Collection Service, like Set=Mission01_A

Heres a checkpoint snapshot:

{
  MissionId = "Mission_01",
  Phase = "Escort_2",
  Player = {pos = CFrame, hp = 100, inv = {...}},
  Context = {enemiesDefeated = 3, switchActivated = true},
  SceneSetId = "Mission01_B",
  Seed = 12345 -- for deterministic respawns
}
``` It could be something like that

On death: MissionManager:LoadCheckpoint(snapshot) > SceneService:Load(snapshot.SceneSetId, snapshot.Seed) > publish
MissionStateChanged(MissionId, Phase, Context) > then systems react

More:
Idempotent systems, you gotta make sure every systems handlers are safe to call multiple times, so:

DoorSystem.OnState = function(id, open)
if Door[id].IsOpen == open then return end
Door[id]:SetOpen(open)
end

You use guards, so: 
``` if not Flags.Cutscene01Played then play() 
Flags.Cutscene01Played = true end

Here’s another mission APi for example:

-- Mission module
return {
  Id="Mission_01",
  OnEnter = function(ctx) EventBus:Fire("SceneSet", "Mission01_A") end,
  OnPhase = {
    Escort_2 = function(ctx)
      if ctx.enemiesDefeated >= 5 then return "BossIntro" end
    end,
  },
  OnCheckpoint = function(ctx)  -- produce snapshot delta if you want custom data
    return {Phase=ctx.phase, Context=ctx}
  end,
  OnLoadCheckpoint = function(snap)
    EventBus:Fire("SceneSet", snap.SceneSetId)
    EventBus:Fire("MissionStateChanged", "Mission_01", snap.Phase, snap.Context)
  end
}

Death → MissionManager:Pause()SceneService:ClearTransient()MissionManager:LoadCheckpoint(snap)PlayerService:Restore(snap.Player) → resume. No event rebinds, no cutscene replay unless the snapshot says so.

Final tip for you:
Make spawns/enemies data-driven (tables + Seed) so reload = reconstruct from data, not cloning leftovers. that way you get better performance

Hmm. Not bad, I like it, though, I wouldn’t suggest using regular remotes, I would use a network module or Signal, but you already are, which is EventBus.

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