Disclaimer
This list does not include every commission or project I ever did.
If a system has been made for another client I will not give you the exact system, but can still remake the system in a simillar fashion unless stated otherwise. If you are unsure whether I'm capable of making x system just ask!
Please note this page is still under construction and might be incomplete!.
This project was meant to be the new flagship game for Matrix Entertainment.
Based on popular tower games such as Tower Of Hell but with its own unique take with items, new stage elements and modifiers.
I was mainly responsible for the server and client sided systems required for the game to function and designed and implemented any and all of the UI.
Here is a short list of most of the systems I made for this project:
- Player data handlers
- Chat and overhead tag system
- Server authoritive item system
- Weight and difficulty based tower generation
- Multi-stage tower gen with client sync and element population
- Clientsided stage element handling
- Shop and inventory system
- Effect system for client and server sided effects
- Responsive tooltip system
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I have been making UI designs for multiple years and specialise in a very simple but sleek design.
This is used as a small collection to show off some of the UI I've made.
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This is my only ongoing long-term project.
The whole game is scripted by me and can be found here.
Due to me being the only scripter as of writing this, this also was my biggest project so far.
Some of the systems of this game might also be listed as individual systems in the showcase due to the sheer complexity, but I will put things into a concisive collection here.
So far the game has required me to engineer the following systems from the ground up:
- UGC Catalog system
- Weighed odds system for spinwheels to win free UGC
- Basic Anti-Cheat
- Custom backend infrastructure to manage user data
- Zoning system to prevent lag when loading manequins with accessories
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This is also part of the Tropika project.
Due to all the data of the Tropika project being primarily saved in an external database it was easy design a webtool to make management of the game easier.
This tool allows for simple and remote moderation actions like banning a player, all while being connected to the Roblox Ban API.
It also allows for the very easy remote configuration of elements in the game like items in the spinwheels.
This webapp could easily be expanded to allow the triggering of ingame events or other things remotely.
As of currently this is the only page fully finished and not containing anything I can't show.
The here showed ban management page is also linked to the Roblox Ban API.
The whole backend is a TypeScript REST API together with a MariaDB database hosted on a powerful server.
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This was originally developed for a private project but heavily expanded upon for Tropika Fashion.
This system stores all the user data in an external to Roblox database for easier user management and authority over the data all while costing less than $10 a month.
This system always keeps a backup of the data on Roblox' servers to ensure maximum availability and stability even when our server goes down.The redundancy of this system makes it versatile and easy to be implemented or removed at a later date.
Managing user data is extremely easy with this in combination with a webapp so you can apply refunds etc to players who are currently not playing or in a private server.
Using a custom data management system likes this makes a lot of processes like adding or removing promo codes extremely easy with the click of just a few buttons and without having to restart servers for any changes to apply.
For references on how this data storage and webapp can look like, check out the "Tropika Management Tool And Backend" showcase.
This was part of a larger commission.
Via some very nice and simplistic UI users can send feedback (twice a day in this case) directly to a channel on Discord for further analysis.
The system was done by setting up a Cloudflare worker to handle incoming requests and relay them to a Discord webhook.
In theory this system could therefore be hooked up to anything with a public API to streamline getting user feedback.
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This was a system custom made from the ground up for Tropika Fashion.
With the game having over 100 Manequins that each have a variety of assets loaded, lag was becoming a problem for mobile users.
So the zoning system was designed to only load a grouped set of manequins when a player is close enough to actually see them.
This system is not limited to just manequins but can pretty much load any building and even scripts when entering different areas.
This system uses tags to define a region folder and within the region folder are the region bounds, the things you want to load and a seperate folder for scrips.
Billboards to display avatar items on mass are also part of this system. Due to having to retrieve all the data for an item and there being hundreds of items on display doing it all each time a server starts was not feasible due to Roblox' rate limits.
So instead all of the billboards have their data cached on our server and updated every ~20 minutes, so all of the items only have to be requested once from Roblox' API.
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This elevator system was made as part of my long term employment at a Roblox Sci-Fi group and for their underground facility.
It uses tags to grab all the models of the elevators and then loads them into a class and registers all the buttons etc.
They're all controlled via bindable events and can all be toggled to be disabled, enabled or told to move to a specific floor.
Only triggering events for single elevators is also possible as they're all individually addressable.
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This system was made for a personal minigame project where frequent mapchanges where necessary but they shouldn't interrupt with gameplay.
The maploader also allows for custom lighting enviroments to be loaded either globally or locally and have the lighting reset when unloading the map.
It is also capable of loading and unloading terrain as some maps might require that.
The system can also load scripts for interactive gameplay elements on specific maps.
It works by checking how many elements it has loaded and makes a pause (runService.Heartbeat:Wait()) after a specific amount of elements was loaded.
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This system was made for a long term commission employment for a Minecraft Mining Simulator for a group with 30k members.
It features a highly customizable generation system and is written in a extremely modular war for new features to be added.
At the moment I'm looking to also implement a pickaxe system to affect the block break speed.
This system was written with mobile performance in mind .
The UI for this system was also made by me.
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This system was made for a put on ice personal project of mine which was simillar to Evade.
The system was made modular so it could be put into any game but primarily designed to also work with my map loader.
The UI for this system was also made by me.
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This system was made for a german Police RP community who needed a way to keep internal issues organised.
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