Book Image

Coding Roblox Games Made Easy

By : Zander Brumbaugh
Book Image

Coding Roblox Games Made Easy

By: Zander Brumbaugh

Overview of this book

Roblox is a global virtual platform like no other for both playing and creating games. With well over 150 million monthly active users, Roblox hosts all genres of games that can be played by other members of the community using the Lua programming language. Not only can you create games for free, but you can also earn considerable sums of money if from the success of your games, and become part of the vast and supportive developer circle that provides excellent opportunities for networking in a tight-knit community. With this practical book, you'll get hands-on experience working on the Roblox platform. You'll start with an overview of Roblox development and then understand how to use Roblox Studio. As you progress, you'll gradually learn everything you need from how to program in Roblox Lua to creating Obby and Battle Royale games. Finally, you'll delve into the logistics of game production, focusing on optimizing the performance of your game by implementing impressive mechanics, monetization, and marketing practices. By the end of this Roblox book, you'll be able to lead or work with a team to bring your gaming world to life, and extend that experience to players around the world.
Table of Contents (12 chapters)
1
Section 1: Introduction to Roblox Development
4
Section 2: Programming in Roblox
9
Section 3: The Logistics of Game Production

Managing player data

Managing player data will be very easy now that you have already created a reusable datastore system. All you need to do is parent the Data module you created in the previous chapter to the ServerHandler script. When making games of your own design, you can similarly copy and paste this module.

Important note

If you did not follow the tutorials of the last chapter, you will need to go back to the Managing player data section of Chapter 5, Creating an Obby, in order to continue with the following steps. Once you have completed that section and its associated parts, you may come back without following any other steps in that chapter.

For this game, we will need to make some small edits within the Data module pertaining to what data we keep track of. In the last chapter, we only kept track of the player's current stage and the amount of coins that they had. For a Battle Royale game, we will want to keep track of the player's coins as well as how...