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FSMs in Game Development
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Module 6
Applying FSMs to Game State
1
Game States Overview
Identify the high-level game states for a typical match-based game (e.g., Lobby, Countdown, InRound, PostRound).
2
Server-Side FSM for Game Loop Management
Create a server-side FSM to manage the main game loop using the identified states.
3
Game State Transitions
Implement the core transition logic to cycle through the game states in the correct order (e.g., Lobby -> Countdown -> InRound).
4
Syncing Game State with RemoteEvents
Synchronize game state changes from the server to all clients using RemoteEvents.
5
Timed Transitions and Round Management
Implement timed transitions, such as a countdown timer triggering the start of a round.
6
State-Based Gameplay Mechanics
Connect state transitions to gameplay logic, such as teleporting players when a round starts and resetting stats when it ends.
7
Player Control with FSMs
Use the game state FSM to manage player controls, such as disabling movement in the lobby.
Previous module
Applying FSMs to UI Flow
Next module
Advanced FSM Patterns and Refactoring