Roblox Scripter · Luau
Game systems that hold up when real players arrive.
I script server-authoritative combat, AI, tower defense, pets, trading and save systems in strictly typed Luau, so they stay fast, fair and exploit-resistant as your game grows.
- lines of strict Luau
- 8.5k
- lines of strict Luau
- modules
- 47
- modules
- unit tests
- 57
- unit tests
- type errors
- 0
- type errors
- Patrol
- Investigate
- Chase
- Search
The drone AI from my showcase, running live in your browser. Move into the arena to be spotted; click to make a noise they’ll come to investigate.
9 systems, one playable game
Fight in the dojo, hold the tower defense line, hatch and trade pets, raid seeded dungeons and build your plot, and every bit of it saves. The demos below run on ports of the game's own logic, so they behave exactly like the real thing.
Battlegrounds combat
M1 chains, blocks, parries and guard breaks
A four-hit combo system with real frame data. Every swing has wind-up, active and recovery time, and the server times each hitbox, so blocking, parrying and guard breaks are decided fairly for players and NPCs alike.
- Frame data in one table: startup, active, recovery, stun, knockback, launch
- Hold to block from the front, tap at the last moment to parry and stun the attacker
- Guard drains while blocking and breaks into a long stun
- Server-timed hitboxes; getting hit or parried cancels your pending swing
- Procedural punches and blocks posed from Motor6Ds, no animation assets
- Combat
- Frame data
- Hitboxes
- Motor6D
How I write code
Everything I write is strictly typed Luau, kept in a Rojo project under Git. You get real history, easy reviews and a clean handover. If your team only works in Studio, you get a tidy place file instead.
I assume the client is lying. Every remote is declared once with its argument checks and a rate limit, and the server re-checks anything that touches coins, items or damage.
The logic the server relies on (hit checks, odds, trades, saves) has unit tests. These three run before I hand anything over:
$ luau-lsp analyze src
0 type errors across 47 strict modules$ selene src
0 errors, 0 warnings$ lune run tests/run
57 passed, 0 failedWorking with me
What I take on
- Systems
- Combat, weapons, AI, abilities, building, inventories, shops and data saving.
- Game loops
- Rounds, matchmaking, progression and rewards.
- Fixes
- Lag, memory leaks, exploits, data loss and broken scripts, fixed at the cause rather than patched over.
How a commission goes
Send me a short brief: what the system should do, when you need it, and roughly what you can spend. I’ll come back with questions, then a fixed price split into milestones, so you always know what you’re paying for.
You get a clip at each milestone, so you can change direction early instead of at the end. When it’s done, you get documented code and a walkthrough of how to extend it.
Got a system in mind?
Tell me what you’re building and I’ll usually reply within a day. I’m in Windhoek · UTC+2.