@sico_xd What are your game metrics? Have you collected and measured the onboarding and game loop funnels for the game?
Keeping players requires understanding what makes them leave. And for that to happen, you need a scientific approach to release your game
I spilt water on my 24 GB RAM laptop last week. Since then I've had to use my 4 GB RAM laptop.
This was a nightmare for me, because my productivity as a Roblox programmer had degraded x6, especially when testing!
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I recently made a module for this: CharacterContract, link below. It has a "CreateDummyโ method that guarantees the dummy character mimics the player character conditions, the "contractโ, perfectly.
Here's the same mechanic rewritten. It now pulls in both real criminal characters and dummy characters sitting in the workspace, and treats them the same way.
Write mechanics against Character instead of Player, and you can build Model instances that mimic a real player's character. Test with dummies the same way you'd test with real players.
That's how I went from a slow laptop to testing multiple multiplayer mechanics with ease!
Then I found what I was doing wrong. That code only works with real Player instances, meaning testing needed real players and real servers.
The fix: decouple the mechanic from Player, use Character instead. Player is the "network identity". Character is the "physical presence".
I was building an MVP: a game with two teams, cops and criminals. And to test if something was working, my only option was to spin up 2-player test servers in Studio every time.
This took about 10 minutes. Every single time. I was losing hours of time in a single day!
@nonbinary Cant wait till they do this with multiple clients. My laptop be frying.
For my low-end laptop, I had to make a testing framework to avoid multiplayer testing for mechanics as much as possible.