I really like PVP games, but there are many games which have bad mechanics, or they have good mechanics but they’re executed terribly. I’m trying to figure out how I can possibly make the best and least laggy mechanics scripting-wise. I don’t currently have images of my game, but I will link it if anyone is interested in giving it a look, and I will have a big amount of text describing it.
(Little heads up, this game so far is decently similar to “n the jojo game”, so if you don’t like that game then I don’t recommend you continue)
First of all, to get this out the way: There are random NPCs sitting around the game. These don’t do anything useful, and will most likely never do anything useful. All they do is talk. The NPCs may possibly be who explain things to new players, but there will also be a menu explaining it.
This is a PVP game, obviously I need to explain the mechanics. In the game you will start with a GUI, displaying a set of fighting styles you can choose from. There isn’t a GUI yet, but I will work on it soon. The only fighting style in the game is currently called “Shadow Saber”.
Each fighting style has a specific set of moves, but they all follow this little template.
Q - Special 1
E - Move 1
R - Move 2
T - Special 2
G - Ultimate 1
H - Ultimate 2
X - Move 3
C - Special 3
V - Special 4
M1 - Mouse
N - Taunt
Z / LCtrl - Sprint (Keybind undecided, currently LCtrl)
F - Guard
Move
It’s a move that any fighting style similar to this could replicate. For example, if I’m just punching forwards, anyone could obviously replicate that.
Special
A move completely unique to its fighting style, that no one else could replicate. For example, if someone threw a fireball out of their hands, it would be near to impossible for someone without fire powers to replicate it.
Ultimate
An incredibly powerful move which gives the player a big advantage, unfortunately this needs a full damage bar to be used. (The damage bar will be explained later on)
Mouse
A move completely unique and exclusive to the left mouse button.
Taunt
A taunt completely unique for the fighting style.
Sprint
Just something that lets you boost your WalkSpeed.
Guard
Lets you put your guard up, preventing any damage or stun from incoming enemies.
Obviously, you can’t just spam moves to infinitely combo someone. This is why there are cool-downs, which are displayed on the bottom left of your screen.
(The cool-downs are currently near to non-existent for testing purposes)
In PVP games like this, there is a very crucial mechanic which lets you do combos against enemies. Combos are the most important thing in games like these. Whoever has the longer stronger combo is usually the last one standing, as long as they’re able to land the combo. The mechanic that lets a player do this is: Stun. Every time you get hit or hit someone, an orange-ish bar will be shown on top of whoever got it, displaying for how long they are stunned. While you are stunned you’re stuck in place, and aren’t able to fight back. Each move changes depending on how long it stuns. There are some moves which are known as “Combo-Enders”. These moves, end combos, as said in the name. Meaning these moves either deal knock-back, or don’t have long enough stun for another move to be executed.
There are three ways you can avoid stun. The first one which anyone can do: is guarding. If you have your guard up, and somebody performs a move on you, you will avoid any damage and stun. Unfortunately, there is also a negative about this. There are some “Guard Breaking Moves”, which will disable your guard and stun you for 2 entire seconds. The second way is invincibility frames, which can’t really be activated, unless it’s by a very specific move. Invincibility frames are activated if someone does a move on you which is considered a “Grab Move”. A grab move is described by the name, a move that grabs you. For example, the enemy could grab you and barrage you for a short bit. But while he barrages you, you have invincibility frames so no one else can attack you. The last way is counters. Counters are punish moves, which punish the enemy for hitting you. Each counter is unique and has different things to it, but they’re all activated the same: By being hit.
Ultimate moves can only be activated once your damage bar is full, but what is your damage bar? It’s a red bar displayed at the bottom of your screen, that gets points added to it every time you deal damage. The amount of points added to it depends on how much damage you deal. Simple, right?
Now, to talk about the current move-set for the only fighting style in the game.
Shadow Saber
Yes, it’s a sword.
Passives (Abilities that can’t be disabled and are automatically activated)
Combo Mishap (CM)
If a move is missed then the player will sheathe their sword, putting them in a big amount of end lag. If the player lands the move, but doesn’t have another to follow up with, they will be put in end lag. The only way to not be put in end lag is if they use a move, and right away follow up with another.
Moves (Only the current ones in the game)
Q - Lightning Speed Cut
The user will strike a pose and will be given I-frames. Anyone within 30 studs will have a countdown bar on top of them (showing how much time they have to block, 0.5 seconds). If they block the user will be stunned for a second, but if they don’t, they’ll take 5 damage and be stunned for 2 seconds.
E - Vertical Chin Slash (CM Applies)
A really quick combo extender with a 0.1 second wind-up. This move deals 5 damage and stuns for an entire second.
R - Rage Filled Power Slash
Pretty much the E move but with a longer wind up, and guard breaks. This move also has an incredibly great amount of knock-back.
T - Lighting Speed Slashes (CM Applies)
This move has a big amount of knock-back, but can be blocked. If the move is landed, a little GUI will be shown on top of the enemy’s head. If T is pressed again, the enemy will be put in stun and will take a light amount of damage, if the enemy blocks this is nullified. The trigger can be used to escape combos or to get free combos.
G - Barrage Slashes (Requires 100 Damage)
If you use this on someone, you will grab them and proceed to barrage them. This move deals 40 damage in total.
H
Unfinished
X - Spin Slash (CM Applies)
The user will grab their sword and do a quick spin. Anyone who is hit by the spin will take a light amount of damage, but will proceed to take bleed damage too.
C - Sword Projectile
Honestly, I was running out of ideas lol. This move isn’t completely finished, but it’s in game so here’s a short description. A little light bullet shot from the sword, if it comes in contact with anyone they will be knocked back a bit and take big amounts of damage. If the bullet comes in contact with a random part it will get destroyed. This move guard breaks.
V
Unfinished
M1 - Jump Slash
Very similar to the E move, you just have a longer wind-up, and you dash before attacking.
N - Taunt
“Get out of the way. Or I’ll be forced to kill you.”
Game Link: ALSO, I forgot to mention, I do not own the decals inside the game. They are from a free model.
https://www.roblox.com/games/8252583594/Untitled-Game
If you read this, thank you so much it took me an hour to type out lol
Happy new year, let’s hope 2022 isn’t as bad as 2020/2021!