Roblox Game Mechanic Scripting
Budget: $30 – $250 USD
I’m building a new Roblox experience inspired by the idle-clicker loop shown here: https://www.roblox.com/tr/games/74193805629461/1-Mine-Per-Click.
The design documents, flowcharts, and UI mock-ups for every core system are finished; what I need now is a skilled Lua scripter to turn those plans into reliable, scalable code inside Roblox Studio.
Your initial focus will be strictly on game mechanics:
• Character actions – responsive clicking, upgrades that alter speed/power, and animation hooks.
• Resource management – server-authoritative tracking of mined items, auto-selling, and rebirth multipliers.
• Level progression – XP curves, unlockable zones, and data-store saving/loading.
All UI art, audio, and visual effects are already handled by other team members, so you can dive straight into scripting with clear, signed-off specs. Clean, commented code that leverages RemoteEvents/Functions for client-server separation is a must; I plan to expand the game regularly, so maintainability matters.
If you’re comfortable working from supplied GDDs, enjoy efficient version control through Roblox Team Create and GitHub for modules, and can communicate progress a few times a week, let’s ship this together.
The design documents, flowcharts, and UI mock-ups for every core system are finished; what I need now is a skilled Lua scripter to turn those plans into reliable, scalable code inside Roblox Studio.
Your initial focus will be strictly on game mechanics:
• Character actions – responsive clicking, upgrades that alter speed/power, and animation hooks.
• Resource management – server-authoritative tracking of mined items, auto-selling, and rebirth multipliers.
• Level progression – XP curves, unlockable zones, and data-store saving/loading.
All UI art, audio, and visual effects are already handled by other team members, so you can dive straight into scripting with clear, signed-off specs. Clean, commented code that leverages RemoteEvents/Functions for client-server separation is a must; I plan to expand the game regularly, so maintainability matters.
If you’re comfortable working from supplied GDDs, enjoy efficient version control through Roblox Team Create and GitHub for modules, and can communicate progress a few times a week, let’s ship this together.