Case Study: 04 of 04
Auto Battler X
A PvE auto-battler built from scratch in Roblox Studio, featuring a server-authoritative combat engine and a fully custom art lobby. Designed and architected solo, with a data-driven system built to scale from one unit to hundreds.
Why I Made This
I have always enjoyed auto battler games, but noticed that almost none of them let you actually keep what you worked for. Most are single-session or PvP-focused and you start fresh every new match, which I heavily disliked. Then a friend of mine showed me an auto battler he was playing on Roblox, and while I thought the concept was interesting and actually fun, it had so many quality of life things missing. The progression felt lazy, and the way you obtained units was boring. So I thought, why not give it a shot? I could definitely do better.
Building From Zero
I had never touched Roblox Studio or Lua before this project at all. The whole software looked completely alien to me. All the buttons, options, settings and configurations to create, edit and activate visual effects, animations, even the objects and models in the game. Everything needed to be imported and built manually. I never realised how much work goes into this, especially when working alone.
I learned by watching YouTube, going through open source code, following tutorials, and using AI to help me understand how things would connect together when I wanted to change something from an original example. On top of that, I had to find SFX, models, buildings, objects and music with the right commercial licensing for everything I could not make myself. About half of the total time spent on this project was just studying and learning before I wrote a single line of code.
Lobby
Game UI
Core Features
Server-Authoritative Combat Engine. Combat runs on a fixed 15-tick-per-second server loop. Nothing about damage, targeting, or unit state is decided client-side, so it cannot be cheated.
Data-Driven Design. Units, stats, and abilities are defined as data tables rather than hardcoded logic. Adding new content mostly means writing new data, not new code.
Component-Based Ability System. Each ability is built as a self-contained component wired to its own VFX and SFX triggers. The Gunner's arc-attack is the first built end-to-end this way.
Targeting and Movement. Units choose their targets based on configurable modes (closest, strongest, or weakest) and navigate with soft-collision movement so they do not stack on top of each other during combat.
Session-Locked Save System. Player data is handled through ProfileStore with schema versioning, so saves are protected against corruption from simultaneous sessions.
Hand-Built Art Lobby. The lobby is a floating sky island built from scratch, with a waterfall, pond, sakura tree, and a custom PBR material pipeline applied across all surfaces.