Realistically, how difficult and complex is it to code a perfectly functional "Player Hierarchy Handler/Match Handler"?

PLEASE LET ME KNOW IF THIS NEEDS TO BE IN A DIFFERENT CATEGORY


THE PROBLEM

recently i’ve hit a pretty major roadblock in developing my game (no, it is not lerping, fortunately), and that roadblock is having a reliable game starter, stopper, and player hierarchy handler (when player wants to be in menu and in game)

i’ve been thinking about it a bit and i notice that it gets somewhat complicated, though not sure if it’s just me overthinking and overcomplicating it


CURRENT SITUATION

my current situation of tracking players (excluding remote events for joining and leaving the game/spectate), is having 2 seperate folders in workspace called InMenu and InGame, whenever the player loads into the match (not presses play, actually spawns on the map), their character is transported from InMenu to InGame

then the game consistently (even when amount of instances in the InGame is zero) checks for amount of players alive, and literally just initiates a match reset (clear all map content, reset map, etc.), and any players that are in an active playing queue get respawned back into the map when the match is ready, unless the player clicks “back”, the player is then thrown off the join queue


i’m not really sure if this is a viable way to do this, i’ve never really coded a “match handler” sorta thing before, so i figured i could get some opinions from much more experienced people

thats how you should do it

it shouldnt be that complicated to code

2 Likes

You can use the event when a player dies to check the amount of players alive instead of running a loop.

2 Likes