Create Roblox Games Ultimate Guide

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.

Critical: Always open the Output Window (View Tab > Output). This is where errors appear.

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.

[Image of Roblox Client Server Architecture Diagram]

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)
Enable API Services in Game Settings > Security to test this in Studio.

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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 Servo to 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.

Warning: When using Streaming, LocalScripts must use 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.

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