like the title says . Lets take bee swarm simulator as an example this game has more than 50 bees each bee has its unique ability if i were the creator how would i achieve this ? by creating 50 module script?
yk, you can create modular tree, see in bee swarm some abilities have different types, for instance explosions, fire, bubbles, lasers ect. You can create info module to store what kind of abilities your bee have and reuse them when you need
but nearly every bee has its own ability especially mythics . so i truly wonder on how the dev has made it? i need to know this knowledge
Not exacly different, 70% of bees are rares or epics, and they have same abilities like explosions or tokens ect., mythics also reuse abilities like bubbles or fire, you only need to insert propertiess to change color, size, shape ect.
wbt the mythic abilties like tadpol , spicy, and all events bees at leasst have 1 unique ability
store them in a module, remember that modules are loaded when they are required, soo having them loaded in a table from start of the game would make no difference for performance
no what im asking is , for each unique ability i create the a new module for it ?
You can decide if you want to hold abbilities per bee or abbilities alone, i reccomend you create module per abbility if bees tend to use similar or same abbilities with slight variation (color, power, ect…)
Though I don’t know much about Bee Swarm Simulator, I assume these abilities have a trigger and then an effect. What I’d do is that for every time a trigger occurs, I’d fire a BindableEvent related to it (e.g. bee collects honey → fire the bee collection event).
All of the BindableEvents are listened to by another script, which each player has their own copy of, and it then checks through all of the player bees to see if any of the bees have abilities triggered by that specific event, before finally going through with whatever that ability is.