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.
Wizard spellcasting combat system that integrates a server-authoritative Action Queue, allowing players to queue up actions. Features status effects and elemental reactions.
Event-driven quest system. Objectives are polymorphic, allowing easy extension for new objective types (Kill, Gather, Explore) without refactoring core logic.
Dynamically welds and scales rigid geometry to R15/R6 avatars upon load or equip events. Handles server-side validation of ownership.
Serialized inventory system with custom hotbar allocation. Spells and weapons are treated as equippable interface implementations.
Transactional shop system using atomic database operations to ensure currency integrity. Config-driven shop generation.
Server fires lightweight signal events; Client handles heavy particle rendering. Includes LOD (Level of Detail) scaling for low-end devices.
Stat container system where actions emit XP events. Supports multiple skill trees with non-linear scaling formulas.
Custom billboard GUI renderer that animates spritesheets based on state machine changes (Idle -> Walk -> Attack) within the 3D world.
Soft-lock targeting system for console support. Calculates dot products to find the best target relative to camera look vector.
Abstraction over Roblox's PathfindingService to handle dynamic obstacles and retargeting for NPCs chasing moving players.