Completely Different Social Game - Experience
From a completely halted project as I am the sole creator of whole invention, I have decided to make the CrossServer social game feature as open file.
In hope of seeing Roblox games to have limitless and boundless socialisation experience rather than limit by each individual different servers and rely on Teleport Service.
Here are existing features in the Open Source place:
Players can socialise as they chat, move and animation will display in all servers within 1 game.
Game can be update without shutting down servers at all.
Contents can be update from models on the map and even scripts.
[System Specs]
This system does not require HttpService or external requests.
This system supports up to 1’000’000 players from any servers within 1024 cubic studs density.
This system only display 64 closet players for optimisation on your device.
[Tutorial on how to deploy it in your own game] Youtube Tutorial
[Video Showcase of Self-Update]
[Potential]
This allow Social Hangout games to have a completely different game-play or experience, as players from all different servers can socialise with each other.
This was part of an ongoing Metaverse project, the CrossServer experience can expand for other features such as Pets or Tools and much more.
[Notices]
The system is stripped from a massive Metaverse project, each “Game_…” folder represents sub-projects in the Metaverse.
Entire system is designed to follow Knit Service and Controller structure but it is a complete design from sketch solely for self-updating biological-core.
The system was designed for delivering a brand new Metaverse era in Roblox, any editing should be done by researchers or above.
[Why this was released]
Due to various major reasons and difficulties in real life. It had become clear that this could no longer have a practical future where it will have a commercial launch.
Can this be used to create a dark souls styled ghost system? Players playing in other servers will randomly be shown for like a few seconds transparent then disappear; I see plenty of potential.
Yes it can be modified to that.
It has been developed to allow different “Handler” modules as dependency for extra behaviours on those Players characters from other servers.
You have to create a new Controller in Game_Showcase.Core_Systems.MainGameSystem.runClient
Then create a new “Handler” → which has .new(), :init(), :destroy(), :Update().
:Update() Method will be call by the Metaverse Characters Replicator to update the info sent and sorted by the Server.
If there are any major issue with the CrossServer, I can take a look into that as it has not been practically tested with few hundreds players online at all yet.
Yes, sadly the project has been completely halted.
The whole project require a real big capable team and actual connection with Roblox to launch it as a success.
I hope the OpenSource place will be useful to you.
@VyonEXE If it is a private module, it will not download into your game at all as it is installed via InsertService instead, and it must be own by your own game.
This is explained in the Youtube Tutorial link in this Forum. (It is upload in Youtube instead because it keep saying error while uploading 700 MB edited video in here)
Regarding to the ID “14930571919”,
That is the asset ID for self-update API repository folder uploaded into Roblox,
You must change the Asset ID to your own, as InsertService only allow inserting your own models.
Ahh I see, I didn’t realize it wouldn’t load into the game. I thought it worked similar to how public modules work, it’s probably newish because I remember when digging through the old marketplace plugins a ton of them had backdoors. I think there were some instances where I couldn’t view the source of a module cause it was private but I could see where what else the module required.
No problem, I hope this helps.
The Youtube Tutorial shows step by step on how to deploy it in your own game, and if you watch closely you will see everything is open source instead. If there’s any problem or issues, you can always let me know.
You have to rely on the CrossServerService to register HitBoxes,
This mode is not advised to used for Cross-Server real time fight though as MemorySortedMap needs to have roughly 1 second delay for the goldilocks time gap.
This feature currently is best deploy for Social or Building etc any other game mode.