Roblox Multiplayer Battle Game Development
Budget: $30 – $250 USD
Wizard simulator where players draw shapes to cast spells, plus a gacha-style rare spell roll system outside of combat. It combines:
Skill-based gameplay (drawing spells)
RNG/luck system (spell rolling)
PVP or PVE combat (casting spells in battle)
Rare flex potential (ultra-rare spells, animations, titles)
Core Mechanics Breakdown:
1. Shape-Draw Casting (In-Battle)
Player holds mouse to draw a shape
Shape gets recognized and converted into a spell
Examples:
Circle → Fireball
Triangle → Ice Wall
Spiral → Lightning Beam
Square → Shield
Star → Rare spell (if unlocked)
2. "Roll" System (Outside Battle)
Like unboxing/crates → player rolls for new spells
Rarities:
Common: Basic attacks
Rare: Stronger elemental attacks
Epic: Area of effect / crowd control
Legendary: Ultimate spells
Mythic: Game-breaking spells with long cooldowns
3. Spellbook
Unlocked spells get added to a player’s spellbook
Only a limited number (e.g., 5) can be equipped at a time
Lets players build custom loadouts based on their playstyle
4. Upgrades + Mastery
Each spell can be leveled up with usage
Rare effects unlock at higher levels (e.g., burn, freeze, chain lightning)
Cosmetic trails, casting animations, or hand particles
5. Battle Arena
PvE: defeat monsters in dungeons
PvP: wizard duels using drawn spells
Ranked modes = leaderboard flexing
P.S- I don't need help on the whole game right now, just coding the shape drawings into spells. I already scripted it so that it works sometimes, But its not very accurate at all, and I want it to be very accurate . If i draw a circle I want a fireball square is shield, etc. I also want to be able to put in more complex shapes like a star and emblems as the game progresses.
Skill-based gameplay (drawing spells)
RNG/luck system (spell rolling)
PVP or PVE combat (casting spells in battle)
Rare flex potential (ultra-rare spells, animations, titles)
Core Mechanics Breakdown:
1. Shape-Draw Casting (In-Battle)
Player holds mouse to draw a shape
Shape gets recognized and converted into a spell
Examples:
Circle → Fireball
Triangle → Ice Wall
Spiral → Lightning Beam
Square → Shield
Star → Rare spell (if unlocked)
2. "Roll" System (Outside Battle)
Like unboxing/crates → player rolls for new spells
Rarities:
Common: Basic attacks
Rare: Stronger elemental attacks
Epic: Area of effect / crowd control
Legendary: Ultimate spells
Mythic: Game-breaking spells with long cooldowns
3. Spellbook
Unlocked spells get added to a player’s spellbook
Only a limited number (e.g., 5) can be equipped at a time
Lets players build custom loadouts based on their playstyle
4. Upgrades + Mastery
Each spell can be leveled up with usage
Rare effects unlock at higher levels (e.g., burn, freeze, chain lightning)
Cosmetic trails, casting animations, or hand particles
5. Battle Arena
PvE: defeat monsters in dungeons
PvP: wizard duels using drawn spells
Ranked modes = leaderboard flexing
P.S- I don't need help on the whole game right now, just coding the shape drawings into spells. I already scripted it so that it works sometimes, But its not very accurate at all, and I want it to be very accurate . If i draw a circle I want a fireball square is shield, etc. I also want to be able to put in more complex shapes like a star and emblems as the game progresses.
Related categories:
Game Design
C# Programming
Game Development
Roblox
Game Testing
Unity
Game UI
Game Art