Book Image

Mastering Roblox Coding

By : Mark Kiepe
Book Image

Mastering Roblox Coding

By: Mark Kiepe

Overview of this book

Roblox is a game platform with over 47 million daily active users. Something unique to Roblox is that you’re playing games made by other gamers! This means that you can make your own games, even if you have no experience. In addition, Roblox provides a free engine that allows you to create and publish a simple game in less than five minutes and get paid while at it. Most Roblox games require programming. This book starts with the basics of programming in Roblox Luau. Each chapter builds on the previous one, which eventually results in you mastering programming concepts in Lua. Next, the book teaches you complex technologies that you can implement in your game. Each concept is explained clearly and uses simple examples that show you how the technology is being used. This book contains additional exercises for you to experiment with the concepts you’ve learned. Using best practices, you will understand how to write and build complex systems such as databases, user input controls, and all device user interfaces. In addition, you will learn how to build an entire game from scratch. By the end of this book, you will be able to program complex systems in Roblox from the ground up by learning how to write code using Luau and create optimized code.
Table of Contents (16 chapters)
Part 1: Start Programming with Roblox
Part 2: Programming Advanced Systems
Part 3: Creating Your Own Simulator Game

What this book covers

Chapter 1, Getting Up to Speed with Roblox and Luau Basics, will take a look at Roblox and Roblox Studio. We will start by creating a few simple scripts that explain the fundamentals of programming in Roblox Luau.

Chapter 2, Writing Better Code, will take the knowledge of chapter one to the next level. We will start reducing duplicate code using functions, tables, loops, and modules.

Chapter 3, Event-Based Programming, will explain how to program based on events. This greatly reduces the amount of unnecessary loops. Besides this, we can base certain actions on changes happening to our game.

Chapter 4, Securing Your Game, will cover the Server-Client model. We will learn what both are and how to let them communicate with each other while making sure all of this happens securely.

Chapter 5, Optimizing Your Game, will explain the fundamentals of optimizing your game. You will learn about StreamingEnabled, animations, and Tweens.

Chapter 6, Creating User Interfaces for all Devices, will teach you everything about graphical user interfaces (GUIs). In addition, you will know how to ensure they scale properly on phones, tablets, desktops, and even consoles.

Chapter 7, Listening to User Input, will teach you how to listen to user input when players try to interact with your game. You will learn how to listen to input from phones, tablets, desktops, and even consoles.

Chapter 8, Building Data Stores, will explain how to make player progress save even when players decide to rejoin your game at a later moment. You will learn many ways to ensure your data stores are safe.

Chapter 9, Monetizing Your Game, will explain how to start monetizing your game. You will learn how to implement and sell game passes, developer products, premium benefits, and third-party sales.

Chapter 10, Creating Your Own Simulator Game, concludes the book by combining many of the previously mentioned systems into one game. You will get tips on how to solve problems that you might face while programming a game.