Inspiration
The initial inspiration came from creating the world 'Sausage Run' and I wanted to provide a quick, easy and customisable way of setting up a multiplayer Obby course which automatically handles all the checkpoints, kill triggers and player respawns.
Purpose
To create an easy and remixable method to create obby worlds where checkpoints and player respawns are automatically handled by the asset. This system will handle unlimited checkpoints which are easy to add, as well as kill triggers within the world, and when the player dies they are respawned to the correct spawn point given a choice of checkpoint methods within the framework.
There are three checkpoint methods you can select from - the player will respawn to: 1) The furthest checkpoint the player has passed 2) The furthest checkpoint the player has reached 3) The last checkpoint the player has triggered
Audience
This tool is targeted at the Horizon beginner who wants to create a multiplayer obby style world and not have to script the checkpoints, player deaths or respawning systems. It works 'out of the box' and can be adapted to fit any existing world and the example can be remixable to make any obby style environment.
What it does
An easy to use framework that provides the world creator to add, edit and position checkpoints and kill triggers for multiplayer obby style worlds. It also send events that the creator scripts which can respond to when specific actions occur (such as when a player completes the obby course, and when the player dies and respawns).
Key features:
- Easy to setup a multiplayer obby style world that automatically handles the checkpoints and player respawns
- There is detailed documentation present in the asset itself the world creator can reference
- The creator can easily edit the existing checkpoints, and add as many as they like. The framework will automatically handle any new ones created.
- Events are sent so the creator can respond to them (such as when a player completes the obby course and when the player dies and respawns)
- The player will automatically start the obby course when entering the first checkpoint
- The scripts are written to avoid any code naming collisions and classes are pre-fixed with ObbyCFK_
- The framework has been written to co-exist with the world creators existing player managers, or game managers and is written to complement existing worlds
How I built it
The tool was built using TypeScript in Visual Studio for the Horizon platform.
Challenges I ran into
The main challenge was to make the asset easy to use and flexible without making it too specific.
Accomplishments I proud of
I am proud of making this assets flexible, yet simple to use. It can easily be brought into an obby style environment and can be adapted to it, making the checkpoints and respawning very quick and easy to setup.
What I learned
I learned how to take a bespoke system from my world 'Sausage Run' and adapt the core framework into a flexible and reusable asset.
What’s next for 'Obby checkpoint & respawn kit'
Even though this Checkpoint & Respawn Kit asset can already by used to create a great basis for a multiplayer obby world, it can be added to. Here are some ideas of possible additional features:
- More checkpoint methods can be added.
- More effects can be triggered on specific events
- UI and Counters could be added (such as number of checkpoints left)
- A timer could be added for timing how long a player took to complete the obby course
- Add multiplayer team indices, so certain checkpoints can be allocated to certain teams
Built With
- horizon
- typescript
- visual-studio




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