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- 1. Design the datastore to store a player's inventory, money, quest rank, and other valuables
- 2. After the datastore is finished, complete the inventory system
- 3. Once the inventory system is complete, ask a gui designer for ideas of constructing
- a nice looking shop gui.
- 4. Construct the shop gui to be able to buy unlocked items, using the server as the host
- 5. Finally, create the quests. Design a system to where quests are automatically updated
- through the cloud, and can be completed with ease and have no errors. Obviously these
- quests will error if updated to a newer version, so mark each and every quest with their
- own version number (an interger).
- 6. Once everything of the gui is completed, it's time to create a xp system. Leveling up is
- the way to discover new unlockables and purchasables. Of course, the player must play the
- game to level up, so that functionality will be developed first.
- 7. Using the Main Admin Module, add a return function near the end somewhere to tell the
- server to add experience based on how frequently a player is issueing commands, and using
- that specific command
- For example; if a player spams ;kill all, no exp will be awarded after the first command
- but if a player spams ;kill all every 6 seconds, exp will be awarded every single time, but
- less and less for every command due to it being the same command
- If a player uses unique commands every 6 seconds, or waits out the 30 second unique cooldown
- the player will be awarded full exp credit.
- 8. Now it's time to update the current admin commands. Try to bring back every single
- initial non-abusable command.
- 9. Now finally, time to make another admin. This new admin will be either a simple test
- object, or something that you can come up with right now.
- - if you can't think of anything, create a simple test admin.
- - No admin will have a different prefix, but some can behave differently; for example:
- a command like teleport seperate it's arguments using a space between each player.
- but a different admin command can have a slash or a semicolin.
- - For this next admin, it's simple set of commands will be "face, particles, tshirt, and
- tshirtback". It will cost $100, and will be visible when the player completes their first
- quest.
- 10. If you haven't already, create some scenary for the game. Add nice looking terrain
- that is 100% orginal by you or someone else that made it for the game.
- - the terrain must have alot of flat spaces, and some small hills may exist, and very few
- large hills may aswell.
- - the terrain must be located under workspace.Map
- - The terrain must include surrounding hills like the previous MAH
- - If the terrain contains parts that have a classname other than "Part", put them in a
- seperate folder named "Other", this is for commands to be easier to create.
- - Seperate hills, trees, and other simular parts of terrain into their own seperate folders.
- 11. Also, if you haven't already... Just like MAH and other admin house games, create
- admin house pads.
- - The pad must be locally positioned, and if it's destroyed locally, automatically
- ban the player for malicious intentions (1 day ban)
- - Save the Pad's data to a string in serverstorage, just incase one of the pads are
- damaged, they can refresh themselves indefinatly.
- - A player may only be able to grab one admin pad at a time
- - When the pads are reset, show a small notification to all players, and showcase
- the player who reset the admin pads.
- 12. Player and NPC Nameplates
- - they must look simular to MAH, and have a healthbar
- - They will have icons that show up depending on the player's statistics and ranks.
- 13. For the clone command, find a player model that exists in the toolbox, copy it, and
- delete all unimportant instances. Then, when a player must be cloned, copy all of the
- player's character data and import it into the clone, parent it to workspace,
- make it's joints, give it it's gui and call it good.
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