Ok so I need help with features for my game that make my game interesting. I will post each one separately. What I mean by this is that I need my water to actually “act” like water, you know, like it needs to flow which nvm already is there on GimKit but there also needs to be like a splash effect when a player jumps in, and the player needs to actually sink or float depending on their densities. I also need a way to add underwater fish and mobs to make my oceans/water sources more lively. I also need some kind of bubble-vfx when the player/NPC’s create movement underwater. It needs to be (and not lag). Tysm everyone for your help.
This should help with the flood part. As for the density thing, you could create a system to check the player’s ‘density’ (really just a property). If the ‘density’ property is too high, they drown (respawn). If their density is low enough, then you activate an invisible barrier in the water to look like they’re floating.
For the bubbles, thar’s gonna be really, really, really complicated. I din’t even know if it’s possible. Same for the splash effect.
For splash effects, I would use a trigger that shows barrier art. The barriers shouldn’t have collisions.
Here’s an idea for the game: you could add some sort of fishing mechanic since the game appears to be water-based. Maybe when you sink, you have a certain amount of time to collect fish you find in the water. The deeper you go, the better the fish you’ll find.
Read the title. And as for game ideas, maybe an undersea biology exploration with the goal being to find, catalog, and get samples from different animals. (BTW, if you need me to provide animal ideas, I am all in. I love sea creatures)
tysm! But um… how do I exactly do the density thing?
So, I’ll make a Depths system. And by barrier art, do you mean activate/turn on the barrier that I make that look like a splash effect whenever the player touches water?
Add a zone in the water and wire a checker device to it.
Wire settings:
Set the checker to check for property ‘density’. (Or an item, if you’re lazy like me). Set the checker to these settings:
(Oh wait, I forgot. Add a respawn device and wire it to the checker.)
Yes, exactly.
I got rid of the caps in the title and put it into a notice at the top of the topic instead.
Moving NPS might be a problem. It’s not essentially effective system. You could try referring to Here To Help’s TD guide, but for that one I’m not sure if the damage situation has been solved. For now, best I can think of is stationary bubbles and NPC’s, because we can’t teleport the sentries throughout the water area. If you do want to make them move, try making them move in only small circular motions, rather than roaming the whole ocean.