I REALLY need ideas for my among Us type game, i have the spaceship and the task i just need to learn how to restrict vents for the imposter and track how many tasks have been done and end the game when the task has be reached or all the crewmates are de4d. ( and how to give the Imposter their gadget)
Is there a specific guide you used? we could find a similar one with more specific instructions, or build off of the one you used.
just check the among-us guide
there’s a 74% chance it’ll be useful
@Boss_1s thing is, I made the game by myself, systems and all. so, yeah.
Please delete that post, it’s completely off topic, inapropriate and it’s spam and will be flagged.
Checkers! You could assign each role a property, with buttons for vents and shafts (e.t.c). Then, whne the button is pressed, you can run the check. If it passes, you let them in. If it doesn’t, then it won’t.
randomizer for imposter, set imposter to a special team, only give that team an item granter, barrier that deactivates on the imposter channel and reactivates on the survivor channel
but button labeled Vent, and a teleporter (destination) at each vent loacation. Relay device set to all players on specific team (select imposter team) connect lifecycle (on game start) to the relay. Connect the relay to the button (relay trigger----activate button) Set button to not visible in game and not active on start, when the imposter presses the button, have it trigger the teleporter to move them. set target number for counter device to the total num of tasks needed to win. For each task, use a button or item granter. When the task is done, have that button send a signal to the Counter to increase by 1. Connect the counter to an end game device, set it to target value reached—end game. Use a knockoutt manager, when you are knocked out by imposter, have the system check if no crewmates are left, then trigger the end Game device. put item granter, set it to give the item only to the imposter team, and activate on game start.
I think I figured out how to choose a random impostor and make all other players crewmates. It gives the impostors their gadget (and I added a pop-up too for them to know they are impostor.
Explanation
This picture just shows the devices and wires that connect them, giving the general flow.
It doesn’t let me upload the rest of my pictures, so I’ll try to explain.
- Use a lifecycle device to track when the game starts, then wire/channel it to the relay device.
- Set the relay audience to a random player, and wire/channel that device to a team switcher device.
- Set the switch strategy to “specific team”, and choose a specific team for the impostor, for example, Team 1. Team 1 will now be the impostor team and the player on that team will be impostor.
- Wire/channel the 1st relay device from step 2 to an item granter to grant the impostor its gadget (legendary is probably best for faster knockout; you could also try to put overlays on specifically the impostor’s screen by wiring/channeling it from the team switcher or relay device). Wire that same relay device to a pop-up device that tells the impostor their role (modal is best for the pop-up style; make sure the pop-up is closable by the player)
- Wire/channel the 1st relay device again to a 2nd relay device and set the relay audience to “all other players”. Repeat step 3, except for the crewmates team, which will be another team (like team 2)
- Wire/channel the 2nd relay device to another pop-up device, which shows the crewmates the team they’re on. (Refer to the second half of step 4 for details.)
Additionally, you can use a knockout manager w/ a team switcher to switch knocked-out players to the spectator team. You could give them overlays too (like to protect a crewmates, giving them extra shield or somehow allowing them not to get knocked out for a short period of time). For vents, you could make it determine the teleporting player’s team so that only team 1 (impostor) could vent. (If you want an engineer, you could give them their own team too, like team 3, and allow them to also vent.)
Anyway, those are some things you could do for your game, along with a few extra suggestions. Hope that helps!
(Phew! This took me a while, especially with the figuring out, taking screenshots (most of which I couldn’t put in), and writing this. But, hopefully you can use some of this for your map.)
I am not sure how you detect who is imposter, but however you do make it broadcast a channel for the imposter something like: “is-imposter”
Then you have button on the vent with these settings:
Active On Game Start → No
Activate button when receiving on → is-imposter (or whatever you called it)
Active Scope → Player
This button will only activate for the imposter
How grant the player the gadget:
Have an item granter that grants a gadget on is-imposter
This should answer some questions, If you don’t have an imposter setter yet, I can try to help
make it in settings that you can’t see teams and randomly pick a person to be imposter then hit button on game overlay labeled start barriers and when you hit it deactivate barriers and with lifecycle when game start activate barriers.
