I’m making a game where you can pick one of two teams to play as, guardians and nightmares, and you have to battle it out in maps by restoring or destroying structures (you restore them if you’re a guardian and destroy them if you’re a nightmare), and you can shatter, or kill, enemy players all with a variety of weapons. Isn’t that neat?
More about the game
Structures have a certain amount of health, like 10, 20, or 30, and the goal of every round is to restore the most structures as a guardian, or destroy the most structures as a nightmare. In terms of lore, guardians are the protector of all worlds, and they have to defend them from the nightmares, which are the bad guys of everything. Cool, huh? In terms of gameplay, the only difference between the two teams is the weapons they can bring into battle. Guardians have a standard sword and cool throwing orb (currently in the testing place of the game, this is replaced with a spear) and a special shield that can reduce the amount of damage they take from enemies, but can only be used for ~10 seconds. Nightmares also have a sword and orb they can throw, but they have a big boy hammer instead of a shield. The big hammer can pound a lot of damage towards everything, but it’s super heavy, so it makes you much slower.
The way I’m planning on players obtaining weapons is by opening lootboxes. I’m not really sure if this is the best choice for weapon shopping, but I think it’s worth at least experimenting. The player can also bring three weapons with them in battle. A primary weapon, like swords and spears and all that stuff you’ll be using a lot, support weapons, which are for extra support like throwing orbs for a bigger range to attack, and a special weapon like shields and big boy hammers. I think this will benefit the player, as they can explore all different kinds of weapon combos.
There will be a bunch of different maps to battle it out on, and this concept can be updated with many more mechanics in the future.
In my last post, I made a neat little weapon menu to equip weapons and stuff, and I mentioned that I was going to make spirits, or bots after so I can balance out uneven teams, and it took me a whole month, but I finally made spirits a thing.
Here’s the model of a guardian spirit.
I swear it looks better in the game.
It is, at the very least, decent, right? It’s a glowing ball that floats around. I even added a nice flame particle effect for more awesomeness.
I tried my best to make spirits behave similar to how a normal player would. If it sees a structure, it’s gonna go and attack that structure. If no structure is in sight, it just wanders around the map until it does. If it ever finds an enemy player, it follows them and attacks them. If it starts to get low on health, it’s gonna try and run away, assuming that the enemies are also low on health and there are allies nearby. It even listens to communications by teammates! If you say “Come here!” by pressing the F key, the spirit will maybe go towards you, it won’t if it’s fighting someone or if it just decides to not by a small random chance. It’s pretty complex and dynamic.
It also has two super cool attacks.
- Laser - It charges up a laser beam, then shoots a laser at whatever. Pretty standard. I made it so its aim can be just slightly off, like a normal player. This is used to attack structures, and sometimes attack enemies.
- Impale - It shoots up a cool glowing spike from the ground to attack enemies. There’s a little “warning pad” that appears on the ground just before it shoots up a spike. This is only used to attack enemies.
It isn’t really great at combat if it’s all alone because it doesn’t really move around like a normal player does, because I’m too lazy to make it move around. Cut me some slack, will ya? I’ve worked on this, and nothing but this for an entire month!
About the development
This mentally challenged me a lot. I’ve had to work around so many things, like Roblox’s pathfinding service for movement, which was tedious to work with because it stinks. I also has to make my own humanoid move to timeout. It’s normally 8 seconds, but that was super long. I was ready to quit altogether when programming movement, but luckily I didn’t.
I also had to learn about raycasting for the laser, which was super painful. I had a lot of trouble getting the direction argument for rays, and it’s so unnecessarily complicated. I’m good with rays now, but because I had no prior knowledge with rays, it was frustrating.
A lot of the month I’ve worked on this was just debugging the programming. This was super boring and I slacked off a lot. I had to solve 29268496543764 errors one by one, and spirits still have a lot of bugs. Making the spike attack was kinda fun though. I guess I just like scripting neat little animations for parts.
So was it worth all that trouble just to make bots? Yes. Unbalanced teams would’ve been a huge problem if it weren’t for bots. These bots are actually horrible compared to real players, but I think that’s a good thing, because it encourages more players to play. I’m probably going to remove spirits in the future, but they’re staying for a while.
Here’s a picture of a nightmare spirit destroying a structure, because why not?
Now that I got spirits out of the way, I’m going to start working on the hub a little more. It’s the one thing that has little progress so I’m going to make some mechanical things for the hub. I won’t be building the actual hub, but I’m most likely going to make an actual round teleporter for players to enter, then maybe some more stuff.
Here’s the link to the game’s testing. It takes you to a big map that I haven’t actually tested spirits on, but hey, it’s worth a shot. savior vs destructor game - Roblox
Please let me know if you find any bugs or have any suggestions. That will be greatly appreciated! There will be a load of bugs with spirits though, just warning you.
Oh, and I also removed target score mode. There was this mode where if a team was empty, target score mode would begin where the remaining team has to get a % of structures around the map, depending on how many players were on that team. This really sucks though and it’s the reason I made spirits.