Wow!
I hadnât seen you in a while and now itâs almost done, Iâll try the demo out and edit this reply with anything
It was great, I think you should add a tutorial, maybe in the form of an NPC, a cowboy or somethig, maybe a farmer, which tells you what to do, as i simply wandered around until I found the farming plot
Second thing is I opened a strange thing, I clicked the blue button and there was a writing saying âKillbrickFarmingâ or somethinf, my phoneâs a bit broken so I couldnât see very well, and my display name and name and avatars up right didnât update, not sure if itâs normal, and after getting the crops, I had FullyGrownCarrotSeeds, you may want to rename that, and I wasnât able to buy seeds after I sold the FillyGrownCarrotSeeds
The farming demo is built off quite an old version of Boredom Farming, with the new GUI slapped on top of it. A lot of these issues have been adressed in the âPolish Gameâ section of my todo.
Anyway, you wont have to stick with this demo for long as Boredom Farming Alpha is coming out on the 23rd of September (which is a fair release date due to the amount of bugs )!
I currently donât have an ETA for ROcord, but I will be releasing a sandbox when I feel the game is stable enough. The rain was made by me and it consists of a lot of layered particle emitters, maybe not the most performant but it looks nice.
This is very technical, with nothing to visually show, but I just finished a successful test.
I donât know if Iâve talked about it before, but I use a system that I mostly wrote by myself called âCharacterStorageâ in my experience. This stores references to playersâ body parts, humanoid, and other important character instances.
Yesterday, I added another reference to this structure, save data! When the playerâs DataStores load successfully, theyâre âlinkedâ to their serverside character entry at [entry].Player.SaveData.[key] (done using a new function, CharacterStorage:LinkSaveData(), as a direct reference to the data storeâs value. (I use Suphiâs DataStore Module, and I love how it integrates with my system like this.)
What about the client?
For those worrying about exploiters, donât. The local client generates their own character entry (using the same functions), but the save data is automatically synced from the server using a RemoteEvent, updated each time that it attempts to save the data to the DataStores.
I wasnât sure if I could update this using server scripts, so I wrote a test function today and it worked perfectly!
Also, my experience should be able to test saving, even in local multiplayer tests (the ones where players are named âPlayer1â and so on). If itâs one of those, it detects it and saves the data to a scope named after my user ID, plus that âplayerâs numberâ (_1, etc.). This will let me test features that involve multiple players and edit their save data.