Hello, I have a question regarding game modes. I am currently making an mmorpg game and want to make it to where I can walk up to a player and dual them in a card game. Making an interface for it isnt a problem. Was looking into the CCG toolkit, yet when I messaged the dev, he wasn’t entirely sure how to achieve this (its a “create a project” which would require merging, which there is no tutorial on). It is multiplayer supported. So my question is, how would I go about doing this? I most certainly am not going to purchase the CCG toolkit if I cant achieve this. While on the other hand, creating a card game from scratch would take an immense amount of time. So far the only thing I have been able to think of is interface button - > load ccg level with the level set to ccg game mode. And that is a maybe. Yet, I can see this being a problem with multiplayer. Any help on the matter? Thanks.
Sorry for digging up this ancient thread but I think my question is essentially the same so I figured this is better than creating a new thread with the same question.
For the sake of simplicity, let’s just imagine what I’m trying to do like a typical turn based RPG where you can run around in the world but when you encounter an enemy the game switches to a turn based battle. Kind of like Pokémon or the old Final Fantasy games, for example. I assumed the best way to handle this would be to have two different game modes: one for all the overworld stuff and one for the battles.
But now I was wondering what would be the best way to handle something like this in multiplayer. For example let’s say two players can run around in the same world. One player might encounter an enemy and start a battle but the other player is still running around. Could this be done with different game modes? Can different players be in different game modes at the same time or can the game mode only be switched for all players and not individually?
Or is there a better way to do this?
You can only run a single game mode per server instance.
The way this is typically handled is to create both environments in a single map. You put the modified environment a set distance away from the main. Then unpossess the main mode characters, spawn the battle variants at the battle area, then possess them.
The game mode can handle this quite easily. For example PuBG has a training map that loads up to 15 players. You can challenge other players to 1v1 fights. The opponents are simply teleported to a secluded area on the map and their mini mode executes.
For controls you’d create an enum to define mode of play in the controller. GM will handle the toggle. You can also use gameplay abilities, gameplay tags or actor components to add/remove input/action functionality.
Those are some great ideas, thanks.
Teleporting away wouldn’t work for what I would like to do because I want to battle to take place on the actual location of the encounter. But using enums for different modes is a nice idea. And I’ll also have to check out gameplay abilities. I’m still too unfamiliar with them.