Gameboy's Workspace Organization Guide!

Introduction


Hello, I’m Gameboy and I will be talking about how to organize your workspace in the best way possible. I have been through a lot of projects, and I think that I may have come up with the ultimate workspace organization guide!

Some people may say that workspace organization doesn’t matter. But let me tell you something. IT DOES! When you come back to your game after a while you will forget where everything is and will start looking everywhere around your workspace to find certain models, and it will be painful if you didn’t organize your workspace correctly!

This tutorial is for people who are curious and for people who have messy workspaces.

Please Note: Everything I say in this post is just my opinion.

Organization


Grouping and Folders


Before we do anything, first go and group all of your models (if you haven't already). Make sure when grouping your models, you group your models in parts/sections.

Here are some examples:

Grouping Example

We have this nice tree here but brace yourself until we look at what’s going on in workspace.

:skull: Now this is the case for some people’s workspaces unfortunately…
This image just speaks for itself.

Now to fix this monstrosity we would first group all the parts together into one model. Then we would rename it to “Tree”. We would rename it so that in the future when your game is fully packed you would know what this model is when looking through your workspace.

Some people may look at this as organized, but when you look inside it is still an eye strain.

image

Now to make the insides of this model to look better we would group the leaves into one model and the trunk into one model and rename those models to their perspective names.

image

Ah now look how tidy and organized our tree has become!

After you have grouped all of your models using the method stated above, then start making folders in workspace that will hold main parts of your map. I recommend planning out your map before creating it (Makes organizing 10x faster).

Jailbreak Example

Like for example let’s take it for Jailbreak, a popular game on Roblox. We would start off by making folders for the Robberies, Cities etc. Then placing our models in those folders.

image

Models Handled By Scripts


Now you may be asking what about my scripts? Well for the builds that are going to be used by your scripts here is what you can do.

Note: Do not use these methods on assets that you are storing away from the player in ReplicatedStorage etc.

Method 1

You can first add a folder in your model that will contain all the assets from that model that will be needed by your scripts.

Method 1 Example

image

Method 2

Or you can make a global folder that contains all of the models that contain your scripts.

Method 2 Example

image

Some Do’s and Dont’s

Here are some do’s and dont’s when organizing your game.


Do’s

  • Keep consistency as it will be worth it in the future.

  • Organize your game so that you and others can understand where everything is!

  • Use folders as much as possible!


Dont’s

  • Don’t keep your client and server scripts in workspace, as that is just messy. Use places like StarterPlayerScripts and ServerScriptService respectively!

  • Don’t keep random parts lying around in workspace as no one will probably know what they are for without going and checking where they are positioned in the game.

Conclusion


I will still be adding more to this post!

Hopefully I helped someone out there in organizing their workspace. If you guys have any feedback, comments or anything really, I would love to read it down below!

Thanks! :smile:

Is this post helpful?
  • Helpful
  • Not Helpful

0 voters

7 Likes

This post is pretty good, but it’s fairly basic and all of these methods are commonly known amongst most developers.

I’m sure it will help someone though!

Also, nice point about why organization is important. Your point came across well!

:smiley:

3 Likes

Well, good post! The only thing i found is that both methods for Models Handling Scripts are TOTALLY CURSED.

2 Likes

Can you explain further on why you think they are cursed?

1 Like

It splits up the model, personally If anything needs to be scripting I’ll just load them in on the fly

I mean generally static stuff that don’t have any scripting (e.g are part of the map) can just be in workspace unless you have multiple maps in your single place.

Scripted stuff, put those in storage services (rep storage for stuff client also can use, server storage for stuff that only server can use)
You can call Clone() and them place the objects into workspace and position them to a invisible part, maybe use CollectionService and tag a bunch of parts and loop trough each one and spawn your object on each of those parts.

2 Likes

Haha you should see Jailbreaks real workspace… its a mess.

Hopefully this tutorial helps people keep things clean. In my opinion more organized things are easier to work with and better work flow.

1 Like

Jailbreak isn’t open source, you shouldn’t speak about decompiled/uncopylocked copylocked places here. You could get your account banned because it’s literally 198…i mean against the TOS.

Anyway, i am gonna do it anyway: Entry Point’s workspace is way better than Jailbreak’s

I used jailbreak as an example of the models that are in the game. Not how jailbreak is organized.

I would recommend showing an example of folder usage;

Example:
Putting each tree model in a folder named “Trees”

1 Like