Persistence of player data
closed
J
Jon Creaux
To be able to make RPGs, player-made quests, etc., we need to be able to have persistence of items in hands between rooms. If I have a sword in stage 2 of the quest, I need it to move with me to stage 3 like current quests do. Similarly, I need to be able to pass my current score to the next room. This would enable RPGs and similar experiences that can pass “experience points” or something similar. This may also be a case where persistence not only occurs when moving from room to room, but also from different visits. When I come back to a room a week later, I may want my stats to be maintained from my previous session
Joker
Merged in a post:
Unlocks
Wyatt Russell
Unlocks act both as an achievement system, and a way to save a boolean value for when a player re-enters a room.
To make an Unlock, you have to spawn an Unlock chip using the maker pen. In the configuration, you can choose from these configurations.
-Unlock name.
-Unlock description.
-Unlock photo. [OPTIONAL] (Taken using a camera)
-Unlock instructions. [OPTIONAL] (Used to tell players how to unlock it)
-Unlock information hidden until completed?
-Unlock appears on the Unlock list?
-Role to give to completed players on join/completion.
OUTPUTS:
-When unlocked
-When unlocked (Player ID)
There should be an option in General Settings to re-order the list of Unlocks in your room.
In permissions, you can also enable or disable the ability for players to view the list of unlocks in your room.
There should also be a chip you can configure to add, remove, and check if a player has completed an unlock, but I have currently presented the idea for the Unlock chip itself.
I understand that you can save player progress using the leaderboard system, but it's really limited when trying to save boolean values only. I think that this solves that issue, and allows for players to utilize achievements in their rooms.
Joker
closed
This post has been re-created in the "Circuits V2 Feedback" category as part of a community polling effort during the CV2 open beta. This original request is closed for now, but you can find the new version at this link:
https://recroom.canny.io/creative-tools/p/persistent-variable-type
Joker
Merged in a post:
Saving system
Moon Golem
I would eeally like there to be a simple saving system to save ones progress without having to make spmething extremely complicated
SGARRO
if you mean in-game player saving well i don't think is possible because there is a way to do it and its not "extremely complicated" just use the leaderboard, this circuit is the most easiest thing ever, but if there is a way that it it possible its something that will be not perfect as the leaderboard circuit, also if there is already and easy way to do it why you want to use the hard way? because a saving chip will be like this "in=player id
"out=player id
this means that needs to have an output that gives the player id but if it dosen't have the "out=player id, then there will be a second chip that will be like a leaderboard but for saving and will need to BUT its a leaderboard so there will be needed a "out=player id" so here how all will connect becasuse guess what you can use a classic leaderboard and its the same thing, yes the saving chip will be more intuitive but its something that its completely not necessary.
You can find me on Rec Room: SGARRO
Joker
Merged in a post:
Keep weapons when going into subrooms
SteelOnVR
in my quest I am making you go to different rooms and drop your guns pls fix this
Tony Abbate
Hey there, I represent a team of 20, that would love to use recroom as a platform for an Multiplayer RPG. But theres quite a few missing pieces Joker
-More than 3 integers stored in a room per player / more than 3 leader boards per room.
-Persistent items through sub-rooms, and login back to main room from another game/dorm room.
-Allowing more than 1 person to wear an Outfit.
-Circuitry not using ink( i know this is in v2, but im just being thorough.)
-Being able to spawn instances of inventions. ( Loot, Custom Mobs, Custom modeled weapon/skill effects, etc)
We are starting production on low-ink assets for the main room, but Would love to know if any of these others, as well as this topic, can be addressed?
Here's some screenshots of our work on the minecraft platform: https://imgur.com/gallery/dW1XjSP
Joker
open
f
forbym
Joker: Thank you!
Ryu
Merged in a post:
Quest Like Sub-Rooms
darth panda1256
The ability to enable an option to allow players to carry items they have equipped/are holding through sub-rooms like you do in quests.
Ryu
Merged in a post:
Player stats chip update:
Carla Radames
Please allow the following for the player stat chip
- Add additional stat slots (10 total stats)
- Allow renaming of stats (so we can change The stat label from “stat 1” to say something like “str”
- Allow player stats to follow across all sub-rooms. In most rooms that use player stats and have sub-rooms the player’ stats are needed in each sub rooms.
- a movement speed stat. Allow setting a players movement speed via the stats.
AfewGoodTacos
Waaaaaaaant. WAAAAAAANT. need.
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