Alex.

Creations

Selected Roblox systems I’ve built. Each card includes a short demo video and a brief overview of what the system does.

Dialogue System

A branching NPC dialogue system where player choices lead to different conversation paths, using a simple state-based flow to track progress through the conversation.

  1. The player approaches the NPC and a ProximityPrompt appears.
  2. Triggering the prompt opens a custom dialogue UI on the client.
  3. Lines are shown one by one, advancing with each click.
  4. When the conversation ends, the UI closes and the prompt becomes available again.

Shop System

A secure and functional shop system that allows players to buy in-game currency with Robux. All purchases are validated server-side to prevent exploiting.

  1. The player opens the shop by clicking a button on the screen.
  2. The UI lists the available items.
  3. On purchase, the client sends a request to the server through a RemoteEvent.
  4. The server validates it (enough currency, valid item) before applying it.
  5. The player's data and the UI are updated with the result.

NPC Economy System

Modular economy system for Roblox where NPCs are spawned based on weighted rarity, can be purchased, and then assigned to player's base and produce passive income. Constructed using modular components (data, base management, NPC loading) in order to ensure maintainability, and all purchases and income checked server-side.

  1. Players buy NPCs that work and generate currency over time.
  2. Each NPC has its own stats and income, shown above it in-world.
  3. The server handles all earnings so values cannot be tampered with by the client.
  4. Players reinvest the money in more NPCs and upgrades to grow their income.

Grab/Drop System

Lets players pick up and hold objects with accurate, natural-looking hand placement, handling collision and physics cleanly so nothing feels off or glitchy.

  1. The player aims at a grabbable object and interacts with it.
  2. The object is attached to the player and follows them while held.
  3. A key press drops it, releasing it back into the world with physics.
  4. The server keeps control of the object's state to avoid exploits and desync.

Pathfinding NPC

LuauRobloxPathfindingServiceAI

A server-side NPC that finds and chases the nearest player using Roblox's PathfindingService. It recomputes the route in real time, walks around obstacles, and blends walk and idle animations for a smooth, natural look.

  • Nearest-player detection: the NPC always targets the closest player
  • Real-time path recomputation: it keeps following even while the player moves
  • Smooth movement: optimized waypoint spacing for fluid motion, no stuttering
  • Obstacle avoidance: walks around walls and objects
  • Animation system: walk and idle animations switched by priority
  • Fully server-side and lightweight
  1. The NPC finds the nearest player and sets them as its target.
  2. It computes a path to the target with PathfindingService.
  3. It walks toward the next waypoint, recomputing as the player moves.
  4. The loop repeats every 0.1s, switching between walk and idle animations.