Hello!
I was wondering if it was possible to successfully execute a marketplace on a roblox game where any players could buy and sell items for in-game currency?
Some examples of game marketplaces:
- Steam marketplace and their third party marketplaces (usually used in CS2/GO trading)
- Albion online (MMO marketplace where players can buy and sell items)
What would be the steps of setting up this marketplace and the best way to roll out items? (CS2 rolling out system are cases)
What services would I need?
What is the most efficient way to script this?
Would I need any third party resources?
Thanks,
BloobertTheGoob 
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I’m not an expert so I can’t say much, but this module might be useful:
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Thank you for the suggestion!
I literally just read this a couple hours ago too! 
This might help! But… I’m wondering what steps I would need to successfully execute the entire economy based market!
Thank you for the reply!
BloobertTheGoob 
Well, I’m not the best at global systems (I’ve only just started writing a complex multi-server script) but yeah, there IS one thing I know
MessagingService!
It’s a way of one Place (server) communicating another Place – Like Cross-server chats or global broadcasts!
If your messagingservice publishes a quick message with the information, all of the other ‘subscribed’ servers can read that information and apply it accordingly.
If that’s too much work, a simple messageservice with a message like ‘NewItem’ and the new item’s ID will work perfectly fine. You could use a mix of Datastores (Long-term storage) and Memorystores (Short-term, rapid storage) to receive the details of said product all through the Cloud!
here’s a link to the docs too:
https://create.roblox.com/docs/reference/engine/classes/MessagingService
So all in all, It’s possible, and Good Luck!
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Regarding MessagingService, ProfileStore has this method. I’m not exactly sure how it works, but it looks like worth researching:
https://madstudioroblox.github.io/ProfileStore/api/#messageasync
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After a quick glance, it looks like ProfileStore just sends to a target player, which I think won’t suit OP (unless they want to broadcast it to EVERY player, but that’d reach MessagingService limits pretty fast)
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What I had in mind was for trading, like how Steam handles it. But I suppose OP wants more of a “direct marketplace” rather than exchange of items?
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Either option works.
Because then I could make The in-game currency a “item”
Anything is possible, whether it is dependant on Roblox’s own services or not.
You hold the ability to send HTTP requests to your own independent servers which could be continuously fetched for marketplace data for live updates across all servers and when a new listing is available you simply send a HTTP request and send it there.
This is how I would do it if I was unfamiliar with Roblox’s services (which I am, I haven’t researched any kind of cross server communication)
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I would use a combination of MemoryStoreService with MessagingService.
MemoryStoreService would allow you to store data that could be accessed from any server (essentially DataStoreService but for servers), and MessagingService would basically run as events that call when the data has been updated
You can find them both here:
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