I’m perfectly fine with doing everything client sided (exploiters get to ruin their own fun :3c)
i’m doing something really weird with required secondary moves that isn’t just a base attack™ and enemy attacks
(the required secondary moves™ will be emulating on fire event functions or whatever their internal name are aka
target.attack:Connect(function()
target:Destroy() – obviously not actual destroy
end))
i guess what i want is best summed up in this flowchart
ok so that chart was basically a joke but basically
attacks (if you chose the lame basic one) and then the game throws you into a microgame (minigame if you hate warioware) and then after that you’re back at attack selecting
That’s a very broad question. It wholeheartedly depends on what kind of framework you want to build for your game.
Would you want a module-based infrastructure? Try SSA (Single-Script Architecture) and OOP (Object-Oriented Programming). Do you prefer BindableEvents/Attributes for game state and etc.? Well, MSA (Multi-Script Architecture) works too, though you’ll probably end up hating yourself when your codebase gets large.