It's very good to hear that the game's strengths are found in the custom enemy scripting while its weaknesses are found in building as I'm doing game testing in an outdated version of this game.
Recently this project became a collaboration as one of my best friends who is a very experienced and talented builder with a unique architecture style offered to help create the map (and with very convenient timing as that same day I was thinking about how I've made the mistake of making the map feel too linear and I hadn't left enough room for new buildings)
As for the script lag you described, that's very likely a product of how I scripted the stats loading system. Rather than lag, it's a possibly unnecessary use of wait. I'm confident I used waitforchild, but I am glad to announce that stats will function very differently in the real project.
(another side note which I might not spoil entirely yet: the battle system will be much better and likely not be similar to any other roblox rpg) |