ROBLOX SYSTEMS SCRIPTER

Gameplay systems,
built procedurally.

I design and script self-contained gameplay systems for Roblox, things like save profiles, shops, inventories and procedural terrain, and I package the patterns into p5yui, an open framework other developers can build on.

LIVE, NOT A VIDEO
This is the actual hold-targeting logic from the climbing system. Move your cursor, click the lit hold to jump to it.
STAMINA

Three systems, in motion

Each clip is a real runtime capture, not a mockup.
01 / DEMO
climbing.mp4
01 / TERRAIN & TRAVERSAL

Procedural climbing system

A rock wall generated at runtime, with hand and foot holds scattered using Poisson-disc sampling so every route feels natural instead of gridded. A guide line tracks the nearest reachable hold to your cursor, and clicking just jumps you to it. There's a stamina system too, so you can't just spam jumps forever.

Poisson-disc sampling Procedural generation Stamina system
02 / DEMO
savefiles.mp4
02 / PERSISTENCE & IDENTITY

Save file & character creation

Lets a player hold multiple, separate save files for the same game, each one with its own character and its own set of modifiers. There's a basic character creator built in too, so every save actually starts from a character you made, not a shared default.

Multi-profile saves Data persistence Character creator
03 / DEMO
shopinventory.mp4
03 / ECONOMY & ITEMS

Shop & inventory system

You buy items from a simple shop, but the real focus is the inventory that receives them. Items can be sorted by name or by grade, and searched the same way, by name or by grade, so a big collection never turns into a mess.

Shop / economy Sort & filter Inventory UI

Everything above runs on p5yui

p5yui, a scripting framework for Roblox systems

The shared foundation behind the climbing, save file, and inventory systems above. Full setup, module breakdowns and the API reference all live in the docs. Read p5yui-framework on GitBook.

Open documentation ↗