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Roblox Systems

In January 2025 I started making a Roblox RPG named Path of Magic (POM). Path of Magic is a MMORPG centered on the joys of casting powerful spells. Below, you'll find many of the sub systems I implemented for POM. I had no game development experience prior to this venture.

Action Queue Combat

Wizard spellcasting combat system that integrates a server-authoritative Action Queue, allowing players to queue up actions. Features status effects and elemental reactions.

Modular Quest Engine

Event-driven quest system. Objectives are polymorphic, allowing easy extension for new objective types (Kill, Gather, Explore) without refactoring core logic.

Dynamic Armor Loading

Dynamically welds and scales rigid geometry to R15/R6 avatars upon load or equip events. Handles server-side validation of ownership.

Inventory & Hotbar

Serialized inventory system with custom hotbar allocation. Spells and weapons are treated as equippable interface implementations.

Economy / Shop

Transactional shop system using atomic database operations to ensure currency integrity. Config-driven shop generation.

Client-Side VFX Replicator

Server fires lightweight signal events; Client handles heavy particle rendering. Includes LOD (Level of Detail) scaling for low-end devices.

Progression & XP

Stat container system where actions emit XP events. Supports multiple skill trees with non-linear scaling formulas.

2D Pixel Art Engine

Custom billboard GUI renderer that animates spritesheets based on state machine changes (Idle -> Walk -> Attack) within the 3D world.

Controller Targeting

Soft-lock targeting system for console support. Calculates dot products to find the best target relative to camera look vector.

A* Pathfinding Wrapper

Abstraction over Roblox's PathfindingService to handle dynamic obstacles and retargeting for NPCs chasing moving players.