Roblox Game Development – “Cyclist Chaos” Mini-Game Module

Job ID: 39928042

Budget: $100 – $500 USD

Isle of Man Roblox Project – “Cyclist Chaos” Mini-Game Module

Overview / Background
We are building an open-world Roblox experience set on a scaled-down version of the Isle of Man, themed around Manx culture and TT racing. The world map (roads, towns, landmarks such as the TT mountain section) already exists and is under active development.

We are looking for a reliable developer to deliver an isolated, replayable mini-game (“Cyclist Chaos”) that plugs directly into our existing map. The work is to be done in our place via Roblox Studio collaboration, not on a fork you keep privately.

The tone of the mini-game is arcade chaos: think Need for Speed Crash! – slow-mo hits, exaggerated ragdoll, cinematic impact cams, score popups, stars, combos, unlock gates. This should feel silly and OTT, not political. We are taking the mick out of Lycra warriors clogging the TT course, not making a gore simulator.

High-Level Game Loop

Player drives a vehicle on the TT mountain course (existing road network on our map).

Lycra-clad cyclists spawn and ride along predefined cycling paths, blocking traffic and generally being a menace.

The player’s job is to clear them off the road as dramatically as possible.

Each mission has a target score and a 3-star rating.

Stars across missions accumulate to unlock later missions (e.g. “You need 9 total stars to unlock Mission 4”).

Difficulty ramps through: more cyclists, tighter timers, “don’t hit civilians” constraints, and more dangerous traffic density.

This module is self-contained but should run natively in our world. You are not building the core map – you are building a system that lives on it.

Game Design Requirements
3.1 Cyclists

We do not currently have a cyclist NPC model in the project. You will create:

A cyclist character in Lycra / road-cyclist style, readable silhouette at Roblox distance. Comic, not realistic gore.

A racing bicycle asset with basic destruction states.

The cyclist must:

Ride along spline / waypoint paths on the mountain course and other designated roads.

Have an idle/blocking behaviour (e.g. two of them riding side by side being annoying, one swerving suddenly into the lane, etc.).

Enter ragdoll / “get yeeted” state on collision with the player or with other cyclists.

Be able to collide with other cyclists in a chain reaction.

3.2 Scoring
When the player hits a cyclist:

Award points based on:

Impact speed at point of collision.

How far the cyclist ragdolls / tumbles / flies.

How much damage the pushbike takes (bent frame, detached wheel, etc.).

Collateral chaos (cyclist A hits cyclist B, both go flying).

Show floating score popups at the crash site (“+1,200 BIG HIT”, “DOUBLE HIT x2 COMBO”).

Maintain a combo multiplier if the player manages to chain multiple cyclists in a short window. Combos = bonus points.

Option for inflated arcade effects: sparks, light explosion / comedy smoke puff, slow-mo camera pan.

3.3 Penalties / Constraints
We want challenge beyond “just hit everything.”

Either:

The mission objective says “Do as much cyclist damage as possible WITHOUT hitting any pedestrians or parked cars,” or

The scoring actively deducts points for hitting civilian NPCs or damaging normal traffic.
You’ll propose and implement whichever version feels cleaner to build first, but the idea is: cyclists = good, random bystanders = bad.

3.4 Mission Structure

There should be multiple mission start points placed on the map at specific locations (for example: a marker on the Mountain section, one near Douglas promenade, etc.).

Player drives into a mission marker to begin.

Each mission:

Has a time limit or distance limit.

Tracks score.

Ends with a result screen: Score, Stars Earned (0–3), New Total Stars, and Unlock Teaser (“Next mission unlocked!” / “You need 2 more stars to unlock the next area.”)

Star thresholds per mission should be data-driven, not hardcoded in 20 places. We need to be able to edit star cutoffs easily.

3.5 Cinematics / Feedback
This is important. We want juice.

On big impacts, trigger a cinematic cam:

Brief slow-mo

Camera swings to frame the cyclist ragdoll arc

Screen FX (vignette, hit flash, maybe a TT-style chequered border pulse)

Mini “BOOM!” / “CRITICAL HIT!” style text splash near the collision.

Mild explosion / sparks / puff when a bike gets totalled. Nothing realistic-gory.

End-of-mission summary should feel like an arcade crash report, not a spreadsheet.

Keep it funny. The tone is slapstick and arcade. We’re not simulating real-world injuries; we’re making clowns in Lycra cartwheel off a carbon frame for points.

Technical Requirements
4.1 Roblox Studio / Scripting

All gameplay logic in Roblox Lua (server + client where appropriate).

Clean separation so we can reuse systems:

Cyclist NPC controller (movement + lane blocking)

Collision/Impact detection & scoring

Combo tracker

Mission manager (start, timer, star result)

Unlock progression (total stars, mission gating)

4.2 Integration with Our Map

You will be added to the main experience as a collaborator in Roblox Studio Team Create.

You will NOT duplicate / export / resell the map or assets.

You MUST work with our existing terrain/roads rather than flattening or replacing them.

Cyclist pathing should be authored to follow our actual Isle of Man roads (especially TT mountain course aesthetic) in a believable way, but performance-friendly. We’re not doing full pathfinding AI for v1; pre-baked splines / waypoints are fine.

4.3 Performance / Optimisation

This needs to run on typical Roblox mobile hardware.

We expect sane part counts and sensible physics. Ragdoll can be simplified / faked if full physics is too heavy.

Camera cuts and slow-mo should not tank frame rate.

4.4 Developer Notes / Documentation

You must provide:

Brief instructions on how to add a new mission marker somewhere else on the map.

How to edit star thresholds.

How to tweak cyclist density / spawn rate.

How to change which NPCs count as “civilian do-not-hit”.

Readable, not a novel. Just enough that another dev (us) can extend it.

Collaboration / Security Rules (Non-Negotiable)

You will work in our place via Roblox Studio Team Create. We will set up dedicated folders / layers for this mini-game.

You do NOT get permission to publish, copy, or download the entire map for use elsewhere.

All assets, scripts, and tools you create for this contract become our property for exclusive use in this project.

No external models inserted that are unlicensed, stolen, botted, or ripped. Anything from Toolbox must either be from you, from us, or clearly CC0 / your own original work. We will check.

You agree not to add backdoors, HTTP calls, remote code loaders, or obfuscated scripts. We will audit all scripts line by line.

Milestones / Acceptance Criteria
Milestone 1 – Core Systems

A working cyclist NPC on a bicycle, moving along a test path on our map.

Collision causes ragdoll / knock-off-bike event.

Score popup appears and increments total score.

Combos work (temporarily you can just log them to screen).

Acceptance: we can drive a car into a cyclist in our map and watch them yeet with floating score text.

Milestone 2 – Mission Flow

Mission start marker that the player can drive into to begin.

Timer / goal UI while mission is active.

End-of-mission results screen with 0–3 stars awarded.

Star totals persist during that play session and gate access to later missions.

Acceptance: we can start Mission A, get e.g. 2 stars, and Mission B either unlocks or stays locked depending on total stars.

Milestone 3 – Polish Pass

Cinematic impact cam, slow-mo, hit splash text, comedy “impact FX.”

Penalty condition implemented (either “don’t hit civilians” objective or score deduction system).

Multiple cyclist behaviours (riding two-abreast blocking, mid-lane swerve, etc.).

Basic documentation as described in 4.4.

Acceptance: the mini-game feels like an arcade crash challenge, not just ragdoll tests. We can configure difficulty.

What You Need To Reply With (Read This Or You’ll Be Ignored)
To filter bots and resellers:

Start your reply with the words “GOOD LADS ON THE MOUNTAIN”.

Briefly explain (1–2 sentences) how you’d implement the collision scoring system for cyclist impacts in Roblox.

Tell us what you’d do to stop performance falling apart on mobile when lots of ragdolls are spawned.

If your reply does not include those two specific answers, we will not proceed.

Also include:

Examples of similar systems you’ve built in Roblox (ragdolls, mission systems, racing, progression, etc.).

Your expected timeframe and total fixed price for Milestones 1–3, delivered in our game via Team Create.

You are quoting for all three milestones as one job.

You understand you’re not getting ownership of the island map.

We’re looking for someone who can actually ship, not someone who says “bro I can do everything GTA in 2 days for $50.”

Notes for applicants
This job is culturally Manx. It’s set on the Isle of Man TT course, and we’re leaning into TT car/motorbike culture versus road-cyclist lycra divas holding up traffic on the Mountain Road. If you don’t know the TT, that’s fine, but you must be comfortable taking creative direction to keep it funny and not hateful/gory.

If you’ve read this far: include how you’d trigger a cinematic camera pan on impact. High-level is fine (e.g. “bind to collision event, detach camera, tween to ragdoll position, restore after X sec”). That’s us checking you can think in Roblox client-camera terms.