The Ultimate Roblox Developer Compendium
Your master course: 10 modules taking you from a blank baseplate to a published, monetized game.
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Module 1: The Foundation
Goal: Master the interface, basic building, and your first script.
1.1 Interface & Navigation
Viewport: This is your 3D view. Move with Right-Click + WASD. Q and E move Up/Down.
Explorer: The file hierarchy. If it's not here, it doesn't exist.
Properties: Displays data (Color, Size) for selected objects.
1.2 Scripting Basics (The Loop)
Insert a script into a Part. Do not use wait(), use task.wait().
-- Change color loop
local part = script.Parent
while true do
part.BrickColor = BrickColor.Random()
task.wait(1) -- Optimized wait
end
1.3 Events (The Kill Brick)
We use the .Touched event to detect collisions. We use a Debounce to prevent lag.
local trap = script.Parent
local isActive = false
local function onTouch(hit)
if isActive then return end
local humanoid = hit.Parent:FindFirstChild("Humanoid")
if humanoid then
isActive = true
humanoid.Health = 0
task.wait(1)
isActive = false
end
end
trap.Touched:Connect(onTouch)
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Module 2: Client-Server & UI
Goal: Understand FilteringEnabled and build interactive UI.
2.1 The Golden Rule
Server: The "Truth". Changes here replicate to everyone.
Client: The Player. Changes here only show for that player.
2.2 RemoteEvents
To let a UI button (Client) affect the world (Server), we must use a RemoteEvent in ReplicatedStorage.
Client Side (LocalScript in Button)
local remote = game.ReplicatedStorage:WaitForChild("MyEvent")
script.Parent.MouseButton1Click:Connect(function()
remote:FireServer()
end)
Server Side (Script in ServerScriptService)
local remote = game.ReplicatedStorage:WaitForChild("MyEvent")
remote.OnServerEvent:Connect(function(player)
print(player.Name .. " clicked the button!")
-- Do server logic here (e.g. Open Door)
end)
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Module 3: DataStores
Goal: Save player progress (Money/XP) so it persists after they leave.
3.1 Leaderstats
Create a folder named leaderstats inside the player to show the scoreboard.
3.2 Saving Data (pcall)
We use DataStoreService. Always wrap requests in pcall (Protected Call) to handle internet failures.
local DataStoreService = game:GetService("DataStoreService")
local myData = DataStoreService:GetDataStore("PlayerGold")
game.Players.PlayerAdded:Connect(function(player)
local key = "User_" .. player.UserId
local success, data = pcall(function()
return myData:GetAsync(key)
end)
if success and data then
print("Data Loaded: " .. data)
else
print("New Player")
end
end)
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Module 4: Physics & Constraints
Goal: Build moving mechanisms like doors and elevators.
4.1 HingeConstraint
Used for rotating objects (Doors, Wheels).
- Attachment0: The stationary point (Frame).
- Attachment1: The moving point (Door).
- ActuatorType: Set to
Servoto control the angle via script.
4.2 PrismaticConstraint
Used for sliding objects (Elevators).
-- Script to move an elevator
local prismatic = script.Parent.PrismaticConstraint
prismatic.TargetPosition = 20 -- Move up 20 studs
4.3 Network Ownership
If a moving part looks "laggy", the Server and Client are fighting over who calculates the physics. For automated objects, force the Server to own it:
part:SetNetworkOwner(nil)
Module 5: Lighting & Atmosphere
Goal: Create a professional visual style.
5.1 Technology
In the Lighting service, set Technology to:
- ShadowMap: Standard sharp shadows.
- Future: Realistic lighting calculation (High-End).
5.2 Atmosphere & Post-Processing
Add these objects inside Lighting:
- Atmosphere: Adds distance fog and blends the skybox.
- Bloom: Makes neon parts glow.
- ColorCorrection: Adjusts contrast and saturation.
5.3 Zoning Audio
Use local scripts to check distance to a zone center and crossfade music.
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Module 6: Advanced Scripting (OOP)
Goal: Write modular, reusable code.
6.1 ModuleScripts
ModuleScripts run only when require() is called. Use them to store shared functions.
-- inside ModuleScript "GameUtils"
local module = {}
function module.GiveCoin(player)
player.leaderstats.Gold.Value += 1
end
return module
6.2 Metatables (Classes)
Use Metatables to create "Objects" (like a custom Car or Trap class). This prevents copy-pasting scripts into 100 different parts.
local Trap = {}
Trap.__index = Trap
function Trap.new(part)
local self = setmetatable({}, Trap)
self.Part = part
return self
end
Module 7: Monetization
Goal: Sell Gamepasses and Developer Products.
7.1 Gamepasses
One-time purchases (VIP, Speed Coil).
local MPS = game:GetService("MarketplaceService")
MPS:PromptGamePassPurchase(player, GAMEPASS_ID)
7.2 Developer Products (ProcessReceipt)
Repeatable purchases (Gold, Ammo). You must define a ProcessReceipt function on the server.
MPS.ProcessReceipt = function(receiptInfo)
local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
if receiptInfo.ProductId == 12345 then
-- Give Gold
player.leaderstats.Gold.Value += 100
return Enum.ProductPurchaseDecision.PurchaseGranted
end
end
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Module 8: Animation
Goal: Create custom movements using the Animation Editor.
8.1 Animation Priority
Always set your Animation Priority to Action if you want it to play over walking/idling.
8.2 Scripting Playback
Animations are loaded into the Humanoid's Animator.
local anim = script:WaitForChild("WaveAnim")
local humanoid = character:WaitForChild("Humanoid")
local animator = humanoid:WaitForChild("Animator")
local track = animator:LoadAnimation(anim)
track:Play()
8.3 Animation Events
Add Markers in the editor to trigger sounds or effects at specific frames (e.g., Footsteps, Sword Swings).
Module 9: Optimization
Goal: Ensure the game runs on mobile and low-end PCs.
9.1 StreamingEnabled
Turn this on in Workspace properties. It unloads distant parts to save RAM.
WaitForChild() because parts might not exist yet.9.2 Memory Leaks
Clean up your connections. If you connect an event inside a loop without disconnecting it, the game will crash eventually.
-- Correct cleanup
local connection
connection = part.Touched:Connect(function()
print("Hit")
connection:Disconnect() -- Stop listening after one hit
end)
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Module 10: Launch & Marketing
Goal: Publish and grow your audience.
10.1 Visuals (CTR)
Your Icon and Thumbnail are the most important marketing assets.
- Icon: High contrast, simple focal point. No small text.
- Thumbnail: Action-packed. Show gameplay, not menus.
10.2 Analytics
Monitor your Retention (D1) and Session Time in the Creator Dashboard. If Session Time is under 4 minutes, your tutorial or gameplay loop needs fixing.
10.3 Next Steps
You have the blueprint. Your next step is to build a "Vertical Slice" (a playable demo of your core mechanic) and test it with friends.
