Would a cross-server party system work?

Hello,

I’m creating a game with a friend and we’re trying to accomplish the following:

Having the ability to create either a public or private party that can be seen by every player in all servers.

(Hopefully that makes sense) but, if this is possible, how could a task like this become a reality?

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This may be what you are looking for.

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How would this show information such as, current party members, max players and possibly a few other types of information

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Depending on the type of information you can define at the beginning what it will be and the receiving server can read it. Thus allowing information to be displayed accurately in real time with about a 1 second delay.

More info here Cross-Server Messaging | Documentation - Roblox Creator Hub

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You would need to send this information via PublishAsync, whenever a player is added to the party, along with a sort of PartyId, so that the game wouldn’t confuse other parties with yours.

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This is similar to how developers form server IDs for their games to create join able servers like in the old game Apocalypse Rising. Although the approach then was different and for a different reason.

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I say, create a dictionary with these values:

int PlayerCount; // Just a count of the players in the party.
int[] Players; // An int array of the party member's UserIds.
string PartyId; // A random GUID.
string CustomMatchId; // The ReservedServerId.
int LeaderId; // UserId of the party leader
{
   "PlayerCount":1,
   "Players:[1234567890],
   "PartyId":"123e4567-e89b-12d3-a456-42665544",
   "CustomMatchId":"123e4567-e89b-12d3-a456-42665544",
   "LeaderId":1234567890
}
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How would I create a random PartyId and CustomMatchId?

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Party Id can be a random Guid using

// Function of HttpService
string GenerateGUID(bool wrapInCurlyBraces);

And for the CustomMatchId, just reserve a server on the party leaders end and use that’s code

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As of right now, I would look into messaging service.

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