LEARN ROBLOX GAME DEV AND MONETIZATION
Learn Roblox Game Development and Monetization
Goal: To learn how to create, publish, and monetize games on the Roblox platform, starting from the basics of Roblox Studio and Lua scripting to advanced concepts like data persistence, client-server architecture, and effective monetization strategies.
Why Learn Roblox Game Development?
Roblox is more than just a game; it’s a massive, user-generated content platform with a thriving economy. Learning to build on Roblox offers a unique opportunity to:
- Reach a Massive Audience: Your creations can be played by millions of users worldwide.
- Earn Real Money: Through the Developer Exchange (DevEx) program, you can convert the Robux you earn into real currency.
- Learn Real-World Skills: You’ll gain practical experience in game design, 3D modeling, UI/UX, and programming (Lua is an excellent scripting language to learn).
- Rapid Prototyping: Roblox Studio provides a powerful and integrated environment to build and test ideas quickly.
After completing these projects, you will:
- Be proficient in using Roblox Studio and scripting with Luau.
- Understand the client-server architecture essential for secure Roblox games.
- Be able to design, build, and publish your own games.
- Know how to implement various monetization strategies to earn Robux.
- Have a portfolio of projects to showcase your skills.
Core Concept Analysis
The Roblox Development Landscape
┌──────────────────────────────────────────────────┐
│ Roblox Studio │
│ (The Integrated Development Environment) │
├──────────────────────────────────────────────────┤
│ WORKSPACE │ SCRIPTING (Luau) │
│ • 3D Modeling & Building │ • Server Scripts (Game Logic) │
│ • Terrain Editing │ • Local Scripts (Client-side FX)│
│ • Lighting & Effects │ • Module Scripts (Reusable Code)│
├──────────────────────────┼──────────────────────────┤
│ GAME SERVICES & APIS │ MONETIZATION │
│ • Players │ • Game Passes │
│ • DataStoreService (Saving) │ • Developer Products │
│ • ReplicatedStorage │ • Premium Payouts │
│ • TweenService (Animation) │ • Engaged-User Payouts │
│ • UserInputService │ │
└──────────────────────────┴──────────────────────────┘
│
▼ Publication
┌──────────────────────────────────────────────────┐
│ ROBLOX PLATFORM │
│ (Your game is live and playable by millions!) │
└──────────────────────────────────────────────────┘
Fundamental Concepts
- Client-Server Model: This is the most crucial concept. The Server runs the core game logic and is the source of truth. Clients (the players’ devices) handle input and visual feedback. Communication happens via
RemoteEventsandRemoteFunctions. Understanding this prevents exploits. - Luau Scripting: The programming language for Roblox. You’ll learn variables, loops, functions, tables (dictionaries/arrays), and event-driven programming.
- Roblox API: Interacting with the game engine through built-in “Services.” For example,
game.Playersto manage players,game.Workspacefor objects in the 3D world, andgame.DataStoreServiceto save data. - UI Design: Creating user interfaces with ScreenGuis, Frames, Buttons, and TextLabels to display information and receive player input.
- Data Persistence (
DataStoreService): The service used to save player data (like cash, experience, or items) so it persists between game sessions. - Monetization:
- Game Passes: One-time purchases for permanent perks (e.g., VIP access, special gear).
- Developer Products: Consumable items purchased multiple times (e.g., in-game cash, temporary boosts).
- Premium Payouts: You automatically earn Robux based on the amount of time Roblox Premium subscribers spend in your game.
- Engaged-User Payouts: You earn Robux based on the share of time a user spends in your game each month.
Project List
The following projects are designed to build your skills progressively, with a strong focus on creating popular and potentially profitable game types.
Project 1: The Classic Obstacle Course (Obby)
- File: LEARN_ROBLOX_GAME_DEV_AND_MONETIZATION.md
- Main Programming Language: Luau
- Alternative Programming Languages: None (Roblox is Luau-only)
- Coolness Level: Level 2: Practical but Forgettable
- Business Potential: 1. The “Resume Gold”
- Difficulty: Level 1: Beginner
- Knowledge Area: Basic Building, Simple Scripting, Game Structure
- Software or Tool: Roblox Studio
- Main Book: Roblox Creator Documentation
What you’ll build: A classic multi-stage obstacle course where players jump from platform to platform to reach the end. You’ll include basic traps like kill bricks and moving platforms.
Why it teaches Roblox dev: This is the “Hello, World!” of Roblox game creation. It teaches the fundamentals of manipulating parts in the 3D space, basic scripting for player interactions, and the concept of a game loop (progressing through stages).
Core challenges you’ll face:
- Building stages with Parts → maps to learning the Roblox Studio tools (Move, Scale, Rotate, Collisions).
- Creating spawn points for each stage → maps to understanding
SpawnLocationobjects and team-based spawning. - Scripting a “kill brick” → maps to understanding basic events (
.Touched) and the Player/Character model. - Scripting a simple moving platform → maps to using
TweenServiceor loops to manipulate Part properties.
Key Concepts:
- The Explorer and Properties Windows: Roblox Creator Docs - Studio Basics
- Manipulating Parts: Roblox Creator Docs - Manipulating Parts
- The Touched Event: Roblox Creator Docs - Touched event
- Character and Humanoid: Roblox Creator Docs - Player Characters
Difficulty: Beginner Time estimate: Weekend Prerequisites: None. Just a desire to learn Roblox development.
Real world outcome: A fully playable, multi-stage obby. Players can join, spawn at the beginning, progress through stages, die to traps, and respawn at their last checkpoint.
Implementation Hints:
- Use the “Part” tool in the Home tab to create your platforms. Anchor all static parts by checking the “Anchored” property in the Properties window.
- Use
SpawnLocationobjects for checkpoints. To make them work sequentially, you can put players on different “Teams” as they reach each spawn point. -
For a kill brick, create a new Part, name it “KillBrick”, and insert a
Script. Inside the script, use the.Touchedevent to detect when a player touches it.-- Pseudo-code for a kill brick script: local killBrick = script.Parent killBrick.Touched:Connect(function(otherPart) -- Find the character model from the part that was touched local character = otherPart.Parent -- Find the Humanoid inside the character local humanoid = character:FindFirstChild("Humanoid") -- If a Humanoid was found, it's a player or NPC if humanoid then -- Set their health to 0 to kill them humanoid.Health = 0 end end) - For a moving platform, use
TweenServiceto smoothly animate the part’sPositionproperty from a start point to an end point.
Learning milestones:
- Comfortably navigate Roblox Studio’s interface → You know how to create, move, and modify parts.
- Write your first simple scripts → You understand how to use events like
.Touched. - Understand the Player/Character/Humanoid relationship → You know how to find and interact with player objects.
- Publish your first game → You know how to make your creation public for others to play.
Project 2: Adventure/Story Game
- File: LEARN_ROBLOX_GAME_DEV_AND_MONETIZATION.md
- Main Programming Language: Luau
- Coolness Level: Level 3: Genuinely Clever
- Business Potential: 1. The “Resume Gold”
- Difficulty: Level 2: Intermediate
- Knowledge Area: UI Design, Dialogue Systems, Event Scripting
- Software or Tool: Roblox Studio
- Main Book: Roblox Creator Documentation
What you’ll build: A short, single-player adventure game where the player interacts with NPCs, receives simple quests, and progresses through a story using on-screen dialogue boxes.
Why it teaches Roblox dev: This project shifts the focus from physical challenges to UI and game flow. It teaches you how to create user interfaces, handle player input through UI elements, and script narrative events.
Core challenges you’ll face:
- Creating a dialogue UI → maps to using
ScreenGui,Frame,TextLabel, andTextButton. - Scripting NPC interactions → maps to using
ClickDetectors to trigger events when an NPC is clicked. - Displaying story text sequentially → maps to manipulating UI properties from a
LocalScript. - Managing quest state → maps to using variables and events to track player progress through the story.
Key Concepts:
- GUI Objects: Roblox Creator Docs - GUI
- LocalScript vs. ServerScript: Roblox Creator Docs - Client-Server Model
- RemoteEvents: Roblox Creator Docs - Remote Events and Callbacks
- ClickDetectors: Roblox Creator Docs - ClickDetectors
Difficulty: Intermediate Time estimate: 1-2 weeks Prerequisites: Project 1 (familiarity with the Studio interface and basic scripting).
Real world outcome: A playable story game where players can click on NPCs, read dialogue, make choices via buttons, and complete a simple quest (e.g., “find a lost key and bring it back”).
Implementation Hints:
- Inside
StarterGui, create aScreenGui. This is where all your 2D UI will live. Build your dialogue box usingFrame,TextLabel, andTextButtonelements. Make it invisible by default. - Place an NPC model in the workspace. Inside the model, add a
ClickDetector. - Use a
ServerScriptto detect the.MouseClickevent from theClickDetector. When a player clicks the NPC, the server script should fire aRemoteEventto that player’s client. -
A
LocalScriptinside yourScreenGuiwill listen for thatRemoteEvent. When it fires, theLocalScriptwill make the dialogue UI visible and populate it with the correct text.-- Pseudo-code for NPC ServerScript: local clickDetector = script.Parent.ClickDetector local dialogueEvent = game.ReplicatedStorage.ShowDialogueEvent -- A RemoteEvent clickDetector.MouseClick:Connect(function(playerWhoClicked) -- Fire the event ONLY to the player who clicked dialogueEvent:FireClient(playerWhoClicked, "Hello, adventurer! Can you help me?") end) -- Pseudo-code for UI LocalScript: local dialogueEvent = game.ReplicatedStorage.ShowDialogueEvent local dialogueFrame = script.Parent.DialogueFrame dialogueEvent.OnClientEvent:Connect(function(dialogueText) dialogueFrame.TextLabel.Text = dialogueText dialogueFrame.Visible = true end) - Choices in the dialogue can be
TextButtons. When a player clicks a button, theLocalScriptcan fire anotherRemoteEventback to the server to inform it of the player’s choice.
Learning milestones:
- Create functional and good-looking UI → You can build menus, buttons, and text displays.
- Understand the client-server boundary → You know when to use a
LocalScript(for UI) vs. aServerScript(for game logic). - Use
RemoteEventsfor secure communication → You can send messages between the server and a client. - Script a narrative experience → You can guide a player through a sequence of events.
Project 3: Collect-a-Thon with Leaderboard and Data Saving
- File: LEARN_ROBLOX_GAME_DEV_AND_MONETIZATION.md
- Main Programming Language: Luau
- Coolness Level: Level 3: Genuinely Clever
- Business Potential: 2. The “Micro-SaaS / Pro Tool”
- Difficulty: Level 2: Intermediate
- Knowledge Area: Data Persistence, Leaderboards, Client-Server Communication
- Software or Tool: Roblox Studio
- Main Book: Roblox Creator Documentation
What you’ll build: A game where players run around the map collecting coins. The number of coins they have is displayed on a leaderboard and saves so their progress is restored when they rejoin.
Why it teaches Roblox dev: This project tackles two crucial concepts for any popular Roblox game: saving player data and creating competition via leaderboards. It’s a direct introduction to the DataStoreService.
Core challenges you’ll face:
- Creating a leaderboard → maps to using
leaderstatsfolders andIntValueobjects. - Scripting collectible coins → maps to destroying objects on touch and updating player stats.
- Saving player data → maps to using
DataStoreService’sGetAsyncandSetAsyncmethods. - Handling player joining and leaving events → maps to using
Players.PlayerAddedandPlayers.PlayerRemovingto load/save data.
Key Concepts:
- Leaderboards (
leaderstats): Roblox Creator Docs - Leaderboards - Data Stores: Roblox Creator Docs - Data Stores
- PlayerAdded and PlayerRemoving Events: Roblox Creator Docs - PlayerAdded
- Handling Errors with pcall(): Roblox Creator Docs - pcall
Difficulty: Intermediate Time estimate: 1-2 weeks Prerequisites: Project 1 & 2 (Comfortable with scripting, the player model, and basic client-server ideas).
Real world outcome: A complete game loop where players can collect currency, see their rank on a leaderboard, leave the game, and rejoin to find their currency total intact.
Implementation Hints:
- Create a
ServerScriptinServerScriptService. Use thePlayers.PlayerAddedevent to run a function every time a new player joins. - Inside this function, create a folder named
leaderstatsand parent it to theplayerobject. Anything inside this folder (like anIntValuenamed “Cash”) will automatically appear on the leaderboard. - To save data, get the
DataStoreService. Use a unique key for each player, typically theirplayer.UserId. When a player joins, useGetAsyncto retrieve their saved data. When they leave (Players.PlayerRemoving), useSetAsyncto save their current data. -
Crucially, wrap all DataStore calls in
pcall(). The DataStore service can fail for various reasons (network issues, Roblox maintenance).pcall()allows you to catch these errors gracefully without crashing your script.-- Pseudo-code for loading/saving data in a ServerScript: local DataStoreService = game:GetService("DataStoreService") local playerDataStore = DataStoreService:GetDataStore("PlayerData") local Players = game:GetService("Players") Players.PlayerAdded:Connect(function(player) -- Create leaderstats local leaderstats = Instance.new("Folder") leaderstats.Name = "leaderstats" leaderstats.Parent = player local cash = Instance.new("IntValue") cash.Name = "Cash" cash.Parent = leaderstats -- Load data local key = "Player_" .. player.UserId local success, savedData = pcall(function() return playerDataStore:GetAsync(key) end) if success and savedData then cash.Value = savedData else cash.Value = 0 -- Default value for new players warn("Could not retrieve data for " .. player.Name) end end) Players.PlayerRemoving:Connect(function(player) -- Save data local key = "Player_" .. player.UserId local dataToSave = player.leaderstats.Cash.Value local success, errorMessage = pcall(function() playerDataStore:SetAsync(key, dataToSave) end) if not success then warn("Could not save data for " .. player.Name .. ": " .. errorMessage) end end) - For the coins, make them trigger a
.Touchedevent that gives the player cash and thenDestroy()the coin. To prevent multiple players getting credit for the same coin, you can add a “debounce” variable.
Learning milestones:
- Create a working leaderboard → You can display player stats.
- Implement persistent data → Your players’ progress is now saved.
- Safely interact with external services → You know how to use
pcallto handle potential API failures. - Manage the full player session lifecycle → You can handle players joining and leaving.
Project 4: Monetization - Build a “Donation” Board and a VIP Room
- File: LEARN_ROBLOX_GAME_DEV_AND_MONETIZATION.md
- Main Programming Language: Luau
- Coolness Level: Level 3: Genuinely Clever
- Business Potential: 3. The “Service & Support” Model
- Difficulty: Level 2: Intermediate
- Knowledge Area: Monetization, Data Persistence, UI
- Software or Tool: Roblox Studio
- Main Book: Roblox Creator Documentation
What you’ll build: A simple social space that includes two core monetization features: a “donation board” where players can spend Robux on Developer Products to see their name on a leaderboard, and a VIP room accessible only to players who have purchased a Game Pass.
Why it teaches Roblox dev: This project is a direct, practical dive into the two most common ways to earn Robux. It teaches you how to prompt purchases, handle the callbacks, and provide the promised perks to the player, all while saving their purchase data.
Core challenges you’ll face:
- Creating a Game Pass and Developer Product → maps to using the Roblox website to create monetization assets.
- Scripting a VIP door → maps to checking if a player owns a specific Game Pass using
MarketplaceService. - Scripting donation buttons → maps to prompting a Developer Product purchase and processing the transaction.
- Saving Game Pass ownership → maps to using
DataStoreServiceso you don’t have to check the marketplace every time a player joins.
Key Concepts:
- Game Passes: Roblox Creator Docs - Game Passes
- Developer Products: Roblox Creator Docs - Developer Products
- MarketplaceService: Roblox Creator Docs - MarketplaceService
- ProcessReceipt Callback: Roblox Creator Docs - ProcessReceipt
Difficulty: Intermediate Time estimate: 1-2 weeks Prerequisites: Project 3 (Understanding of DataStores and basic server scripting).
Real world outcome: A functional game where you can start earning Robux. Players can buy a VIP pass for permanent access to a special area, and they can donate Robux to have their name appear on a “Top Donators” board.
Implementation Hints:
- Asset Creation: Go to your game’s page on the Roblox website, click “Store”, and create one Game Pass (e.g., “VIP Access”) and a few Developer Products (e.g., “10 Robux Donation”, “100 Robux Donation”). Note their IDs.
- VIP Door: Create a
ServerScriptfor the door. When a player touches it, useMarketplaceService:UserOwnsGamePassAsync(player.UserId, yourGamePassId). If it returnstrue, make the door transparent and non-collidable for that player (this should be done on the client for a smooth effect, so use aRemoteEvent). - Donation Buttons: Create UI buttons for donations. A
LocalScriptshould detect the button click and callMarketplaceService:PromptProductPurchase(player, yourDeveloperProductId). -
Handling Purchases: You MUST set up a
callbackfunction forMarketplaceService.ProcessReceipt. This is aServerScriptthat runs every time a player successfully completes a purchase. This is where you award the player their item/perk. If you do not returnPurchaseGrantedfrom this function, Roblox will refund the player and you will not get the Robux.-- Pseudo-code for handling purchases in a ServerScript: local MarketplaceService = game:GetService("MarketplaceService") local function processReceipt(receiptInfo) local playerId = receiptInfo.PlayerId local productId = receiptInfo.ProductId -- Find the player who made the purchase local player = game.Players:GetPlayerByUserId(playerId) if not player then -- Player might have left, handle this case return Enum.ProductPurchaseDecision.NotProcessedYet end -- Check which product was purchased if productId == 12345 then -- Your "10 Robux Donation" ID -- Give the player their reward (e.g., update their donation total on the leaderboard) player.leaderstats.Donated.Value = player.leaderstats.Donated.Value + 10 end -- IMPORTANT: Confirm the purchase was handled return Enum.ProductPurchaseDecision.PurchaseGranted end MarketplaceService.ProcessReceipt = processReceipt
Learning milestones:
- Create monetization products → You know how to set up items for sale on the Roblox platform.
- Implement permanent perks (Game Passes) → You can sell persistent upgrades.
- Implement consumable perks (Developer Products) → You can sell repeatable items like currency or donations.
- Securely handle transactions → You understand the
ProcessReceiptloop and how to prevent exploits.
Project 5: Tycoon Game
- File: LEARN_ROBLOX_GAME_DEV_AND_MONETIZATION.md
- Main Programming Language: Luau
- Coolness Level: Level 4: Hardcore Tech Flex
- Business Potential: 4. The “Open Core” Infrastructure
- Difficulty: Level 3: Advanced
- Knowledge Area: Game Loop Design, Advanced Scripting, State Management
- Software or Tool: Roblox Studio
- Main Book: Roblox Creator Documentation
What you’ll build: A classic tycoon game where players claim a plot, step on buttons to purchase “droppers” that generate cash, and use that cash to buy more droppers and cosmetic upgrades for their base.
Why it teaches Roblox dev: Tycoons are a masterclass in game loop design, state management, and progression. You’ll learn how to structure a game with dozens of interacting parts, save a complex base layout, and balance an in-game economy.
Core challenges you’ll face:
- Claiming Tycoons → maps to assigning ownership of a plot to a player.
- Scripting Purchase Buttons → maps to checking if a player has enough cash and making an object visible.
- Creating Droppers and Conveyors → maps to cloning parts with scripts and using
BodyVelocityor other methods for movement. - Saving the Tycoon’s State → maps to using
DataStoreServiceto save a table of all purchased items.
Key Concepts:
- Object-Oriented Programming in Luau: Roblox Creator Docs - Object-Oriented Programming
- Saving Tables to DataStores: Roblox Creator Docs - Saving Player Data
- Instance.new() and Cloning: Roblox Creator Docs - Creating Parts with Code
- Model and Folder Organization: Keeping your tycoon structure clean in the Explorer.
Difficulty: Advanced Time estimate: 2-3 weeks Prerequisites: Project 1, 3, and 4 (Strong scripting, leaderboards, and data saving knowledge).
Real world outcome: A fully functional tycoon game. Players can claim a plot, generate income, purchase dozens of upgrades, and have their entire base restored when they rejoin the game.
Implementation Hints:
- Structure: Organize each tycoon in the
Workspacewithin its ownModel. Inside, have folders for “Droppers”, “Buttons”, “PurchasedItems”, etc. This is crucial for saving and loading. - Ownership: When a player touches a “Claim” block, set an
ObjectValueinside the tycoon model that points to theplayerobject. This designates ownership. - Buttons: A button script checks if
game.Players:GetPlayerFromCharacter(hit.Parent)matches the tycoon’s owner and if they have enough cash. If so, it deducts the cash and clones the purchased item fromReplicatedStorageorServerStorageinto the workspace. -
Saving: Saving a tycoon is complex. The best approach is to create a table that represents the state of the tycoon (e.g.,
{ Button1 = true, Button2 = false }). When a player leaves, save this table to theirDataStorekey. When they load, iterate through the table and enable/disable the appropriate objects in their tycoon model.-- Pseudo-code for saving a tycoon local tycoonState = {} for _, button in ipairs(tycoonModel.Buttons:GetChildren()) do tycoonState[button.Name] = button.IsPurchased.Value -- Assuming you use a BoolValue end -- Now save the 'tycoonState' table to DataStoreService - Object-Oriented Approach: This is a great project to practice OOP. You can have a
TycoonManagerscript that handles all tycoons, and maybe aButtonclass that handles the logic for a single button, making your code much more modular and reusable.
Learning milestones:
- Design a complex, stateful game system → You can manage hundreds of interacting parts.
- Implement a compelling game loop → You know how to keep players engaged with a cycle of earning and spending.
- Save and load complex data structures → You can persist an entire base layout using tables in
DataStoreService. - Structure code for a large-scale project → You learn how to keep your code organized and maintainable.
Project Comparison Table
| Project | Difficulty | Time | Depth of Understanding | Monetization Focus |
|---|---|---|---|---|
| 1. The Classic Obby | Beginner | Weekend | Building & Basic Scripting | Low |
| 2. Adventure/Story Game | Intermediate | 1-2 weeks | UI & Client-Server | Low |
| 3. Collect-a-Thon & Data Saving | Intermediate | 1-2 weeks | Data Persistence | Medium |
| 4. Donation Board & VIP Room | Intermediate | 1-2 weeks | Direct Monetization | High |
| 5. Tycoon Game | Advanced | 2-3 weeks | Game Loops & State Mgmt | High |
Recommendation
For your goal of building games and earning money, follow this path:
- Project 1: The Classic Obstacle Course (Obby): Start here to learn the absolute basics of the editor and scripting. Don’t skip this, it’s foundational.
- Project 3: Collect-a-Thon with Leaderboard and Data Saving: This is the next crucial step. Almost every monetizable game needs to save player data. This project teaches you the most important service for that.
- Project 4: Donation Board & VIP Room: Now you’re ready to learn monetization directly. This project shows you exactly how to implement Game Passes and Developer Products, which are the core of earning Robux.
- Project 5: Tycoon Game: With the previous skills mastered, you can now tackle a large, profitable game genre. This project combines state management, data saving, and has immense potential for monetization (e.g., selling cash with Developer Products, or a “2x Cash” Game Pass).
After completing these four projects, you will have the skills to design, build, publish, and monetize a popular type of Roblox game.
Final overall project
Project: The “Simulator” Game
- File: LEARN_ROBLOX_GAME_DEV_AND_MONETIZATION.md
- Main Programming Language: Luau
- Coolness Level: Level 5: Pure Magic (Super Cool)
- Business Potential: 5. The “Industry Disruptor” (VC-Backable Platform)
- Difficulty: Level 5: Master
- Knowledge Area: Advanced Game Design, Economy Balancing, Live-Ops, Heavy Monetization
- Software or Tool: Roblox Studio
- Main Book: Roblox Creator Documentation
What you’ll build: A complete “Simulator” game, one of the most popular and profitable genres on Roblox. The core loop involves a repetitive action (e.g., clicking, swinging a sword) to earn a currency, which is used to buy upgrades, unlock new zones, hatch pets that provide boosts, and “rebirth” to start over with permanent multipliers.
Why it teaches Roblox dev: This project is the ultimate test of all your skills and the closest you’ll get to running a real “game as a service.” It forces you to balance complex systems, design for long-term player retention, and integrate monetization deeply into the core game loop. This is how top developers earn millions of dollars.
Core challenges you’ll face:
- Designing the Core Loop → maps to creating a satisfying and addictive cycle of action, reward, and upgrade.
- Implementing Upgrades and Rebirths → maps to advanced
DataStoremanagement and game balancing. - Scripting a Pet System → maps to 3D modeling, animation, and creating passive boosts for the player.
- Heavy Monetization Integration → maps to selling every possible advantage: “2x Coins” Game Pass, “Auto-Click” Game Pass, pets, currency packs, teleports, etc.
- Live Game Updates → maps to adding new content (zones, pets) to a live game without breaking player data.
Key Concepts:
- Everything from previous projects: DataStores, Game Passes, Dev Products, UI, Client-Server model.
- Game Balancing: Ensuring the progression curve feels fair and rewarding.
- Player Retention Mechanics: Daily rewards, rebirths, and long-term goals.
- DataStore V2: Using advanced features like versioning and metadata to safely update player data structures.
Difficulty: Master Time estimate: 1-2 months+ Prerequisites: All previous projects. You need to be very comfortable with scripting, data management, and monetization.
Real world outcome: A polished, marketable game ready for launch. It will have a core loop, progression systems, pets, and multiple integrated ways to earn Robux, putting you in a position to run a live game and potentially earn a significant income.
Implementation Hints:
- Structure your data: Your
DataStorewill need to save a large table with keys for everything:{ Cash = 100, Rebirths = 2, Pets = { "Dragon", "Unicorn" }, Upgrades = { Speed = 3, Power = 4 } }. Plan this structure carefully from the start. - Use ModuleScripts: Do not put all your code in one script. Use
ModuleScriptsto organize your code into logical units (e.g., aPetManagermodule, aDataModule, aGamePassManagermodule). - Balance, Balance, Balance: The difference between a failed simulator and a hit simulator is the math. How much more powerful is the next upgrade? How long should it take to unlock the next zone? Test constantly.
- Monetize the Grind: Players in simulators are willing to pay to speed up progress. Offer to sell currency, luck boosts for hatching rare pets, auto-swing features, and permanent multipliers. These are your primary revenue drivers.
Learning milestones:
- Develop a compelling core game loop → You can design for player retention.
- Balance a complex in-game economy → You understand how to price upgrades and rewards.
- Integrate monetization deeply and effectively → You know how to create products that players want to buy.
- Manage a live game → You have built a product that can be updated, marketed, and potentially become a major success on the Roblox platform.
Summary
Here is a summary of all suggested projects for learning Roblox Game Development:
| Project | Main Programming Language |
|---|---|
| 1. The Classic Obstacle Course (Obby) | Luau |
| 2. Adventure/Story Game | Luau |
| 3. Collect-a-Thon with Leaderboard | Luau |
| 4. Donation Board & VIP Room | Luau |
| 5. Tycoon Game | Luau |
| Final Project: The “Simulator” Game | Luau |