I wrote 20k lines of Luau code in 4 months. Here's what I created

I’ve been developing a Roblox RPG/MMO for 4 months now. This is a followup to a previous post.

Project Stats

ModuleScripts: 104
LocalScripts: 40
RemoteEvents: 64
Lines of Code: 21,000

Background

In January this year, I decided I want to pursue my dream of being a game developer. So began my journey as a new Roblox developer. I chose Roblox for a number of reasons. The 2 primary reasons are 1. Roblox is fun and silly and 2. Roblox has out-of-the-box infrastructure and libaries that support multiplayer gameplay at scale, for free. I happen to want to make a multiplayer RPG, so Roblox just felt like the right fit. In this post I’m going to go over the features I implemented, some things I learned, and maybe discuss what lies ahead.

My Game: Path of Magic

Path of Magic is an MMO/Action RPG focused on the joys of casting powerful spells. Level up 11 unique magic skills, each offering metaprogression milestones. Cast awesome spells, trigger unique interactions between them, and outsmart your enemies. What path will you take?

Features

  • XP and Level System for multiple skills - Players can progress and level up 10 different magic skills. and 1 non-magic skill. More non-magic skills will come in the future, with Fishing and Mining.

  • Cross Skill Progression - When leveling up Lightning Magic, the player will gain permanent Critical Hit Chance. This buff is permanent and applies to all spell types. As they level up Lightning Magic, they will also gain buffs that only apply to Lightning Magic. This incentivizes players to try many different kinds of magic and create builds, which is my goal. Buffs per magic type:

    • Lightning Magic: Critical chance
    • Water Magic: Status effect spread (status ailments spread to other enemies)
    • Fire Magic: Status Duration
    • Lunar Magic: Reaction damage bonuses.
    • Solar Magic: % Damage increase. % Crit Damage increase
    • Ice Magic: Increase Crowd Control duration
    • Magma Magic: Increase Spell AOE
    • Healing Magic: Healing Received
    • Wind Magic: Spell cooldown
    • Bounty Skill: Max Damage Flat
    • Nature Magic: Status Chance
  • Spells & Spell Evolutions - As the player levels up, they will gain access to spell evolutions. These evolutions have unique VFX, enhanced attributes, and special effects. Each spell has a set of modifiers that can modify its attributes.

  • Combat System - Players can click or tap an enemy to cast a spell on them if they have a staff equipped. Each cast has a Combo Counter. As your combo increases, the evolution of the spell you’re casting increases as well.

  • Status effects: A core element of the game is applying status effects with spells. The chance of inflicting a status ailment, along with the number of enemies it spreads to, its duration, and its intensity can all be modified. Current effects: Soak, Shock, Burn, Lunar Mark, Blinding Light. Coming soon: Umbral Bloom, Eclipse, Sunburn, and more.

  • Status Reactions: Enemies afflicted with Lunar Mark will trigger Lunar Cascade when hit by a Lunar Spell, triggering an explosion dealing 120% damage. Soaked enemies will experience WaterShock when hit with a lightning spell. In a near-future update, enemies hit with Fire when Soaked will experience SteamBurst.

  • Items and Inventory - Enemies have drop tables defined which can be tweaked per-enemy. Each item assigned to an enemy’s drop table has a specific chance to drop when the enemy is defeated. Inventory is tracked and the player can view and interact with their inventory in the UI.

  • Quest System - Complete objectives to receive rewards.

  • Custom Toolbar and tool equip - Implemented a custom toolbar + assign to toolbar functionality for players to equip spells.

  • Strange Enemies - Strange enemies have a small chance to spawn a special and more difficult version of regular enemies. Defeat them and receive valuable rewards!

  • Enemy Combat - Enemies have basic logic that allows them to fight back currently, but this feature still needs a lot of work.

  • Visual Guide - Basic indicators show the player how to equip a spell.

  • Game Optimizations - I performed many optimizations towards the start of April. Through optimization i was able to reduce network usage per client by 66%.

  • Client features - Hide UI button and a particle quality setting which allows the user to lower the amount of particles if they are having performance troubles. XP trackers are also available.

What’s coming soon

  • Item crafting
  • Buy & Sell items at shops
  • Advanced Spell combo system
  • Smart enemy ai
  • Healing & buff magic
  • Mining and Fishing

If you’re interested

  • 2 minutes of gameplay
  • Please consider leaving feedback or suggestions
  • Also, consider joining the game’s discord server (invite link). I will be posting progress and feature updates daily or almost daily.
  • Shameless plug: Here’s a link to a free and open source VSCode extension I made in March to provide syntax highlighting similar to Roblox Studio in VSCode.
8 Likes

I really liked this. Looks like a solid game, and not just some random garbage. Way to put some effort out their my friend!

1 Like

Looks awesome. The one thing is disgusting - lightning. Good job at all.

2 Likes

Thanks! I’ve been putting a lot of time and energy into this

Thanks for your comment! The VFX aren’t made by me, I’m working with a professional VFX artist and I have 40 more spells lined up with them :slight_smile:

I mean the shaders at all, not skills

1 Like

We going all the way to cooking land with this one :cook:

1 Like