Roblox Systems I've Built

Explore some of the different systems I've built in Roblox. All examples shown here were scripted by me alone.

Combat System

Wizard spellcasting combat system that integrates an Action Queue, allowing players to queue up actions and watch them play out. Features status effects and reactions between spells.

Quest System

Quests which allow the player to complete objectives, easily extensible for new quest objective types.

Armor System

Dynamically load equipped in-game player armor or gear onto the avatar when they join or respawn.

Staff & Spell Equip System

Allows the player to equip a weapon via their inventory menu. Spells can be allocated to a custom hotbar.

In-Game Shop System

Allows the player to buy and sell in-game items using in-game currency. New shops are simple to add.

Client-Side VFX System

Client-driven VFX system with client controls to optimize particle quality on low end devices.

Level & XP System

Performing actions like casting spells rewards players with XP. Over 10 different skills can be leveled up, each granting bonuses as the player progresses.

Inventory & Item System

Players can gain items and it saves to their inventory. The item system is easily extensible to allow the addition of more items.

2D Pixel Art Animation Engine

Enemies can be rendered and animated as pixel art. Their animations are controlled by a state machine.

Client Targeting System Console Controls

Custom client controls for controller players. Players can lock onto an enemy to queue a spell and switch targets.

Player & NPC Pathfinding

A system dedicated to moving players and NPCs around in an automated fashion. When an enemy or player targets an enemy, they automatically path in range of the target.

Player Settings

The settings system allows the user to change specific settings. Player choice is saved to the database. Adding a new setting is as easy as adding a few lines of code.