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Roadmap Lua cho Roblox Game Development

🎯 Mục tiêu

Roadmap này giúp bạn trở thành Roblox developer chuyên nghiệp, từ cơ bản đến nâng cao.


📚 PHẦN 1: CƠ BẢN LUA (2-4 tuần)

1.1. Giới thiệu về Lua

  • [ ] Lua là gì và tại sao Roblox sử dụng Lua
  • [ ] Cài đặt Roblox Studio
  • [ ] Giao diện Roblox Studio cơ bản
  • [ ] Script Editor và Output window

1.2. Cú pháp cơ bản

-- Comments
print("Hello World")  -- In ra màn hình

-- Variables
local myNumber = 10
local myString = "Hello"
local myBoolean = true
  • [ ] Biến (Variables): local, global
  • [ ] Kiểu dữ liệu: string, number, boolean, nil
  • [ ] Comments (chú thích)
  • [ ] Print và Output debugging

1.3. Toán tử (Operators)

-- Arithmetic
local sum = 5 + 3
local product = 5 * 3
local power = 5 ^ 2

-- Comparison
local isEqual = (5 == 5)
local isGreater = (10 > 5)

-- Logical
local result = true and false
local result2 = true or false
local result3 = not true
  • [ ] Toán tử số học: +, -, *, /, ^, %
  • [ ] Toán tử so sánh: ==, ~=, <, >, <=, >=
  • [ ] Toán tử logic: and, or, not

1.4. Điều kiện (Conditionals)

local score = 85

if score >= 90 then
    print("Grade A")
elseif score >= 80 then
    print("Grade B")
else
    print("Grade C")
end
  • [ ] if, elseif, else statements
  • [ ] Nested conditions
  • [ ] Ternary-like operations

1.5. Vòng lặp (Loops)

-- For loop
for i = 1, 10 do
    print(i)
end

-- While loop
local count = 0
while count < 5 do
    print(count)
    count = count + 1
end

-- Repeat until
repeat
    print("Running")
until condition
  • [ ] for loops (numeric, generic)
  • [ ] while loops
  • [ ] repeat-until loops
  • [ ] break và continue

1.6. Tables (Bảng)

-- Array-like table
local fruits = {"Apple", "Banana", "Orange"}
print(fruits[1])  -- Apple (index bắt đầu từ 1)

-- Dictionary-like table
local player = {
    name = "John",
    health = 100,
    level = 5
}
print(player.name)  -- John

-- Nested tables
local inventory = {
    weapons = {"Sword", "Bow"},
    armor = {"Helmet", "Shield"}
}
  • [ ] Array-style tables
  • [ ] Dictionary-style tables
  • [ ] Nested tables
  • [ ] Table manipulation: insert, remove
  • [ ] Iteration với pairs() và ipairs()

1.7. Functions (Hàm)

-- Basic function
local function greet(name)
    print("Hello, " .. name)
end
greet("Player")

-- Return values
local function add(a, b)
    return a + b
end
local result = add(5, 3)

-- Multiple returns
local function getStats()
    return 100, 50, 25  -- health, mana, stamina
end
local hp, mp, sp = getStats()
  • [ ] Định nghĩa functions
  • [ ] Parameters và arguments
  • [ ] Return values
  • [ ] Local vs global functions
  • [ ] Anonymous functions

🎮 PHẦN 2: ROBLOX CƠ BẢN (3-5 tuần)

2.1. Roblox Object Model

-- Workspace
local part = Instance.new("Part")
part.Parent = workspace
part.Position = Vector3.new(0, 10, 0)

-- Getting objects
local myPart = workspace:FindFirstChild("PartName")
local player = game.Players.LocalPlayer
  • [ ] Instance và Properties
  • [ ] workspace, Players, ReplicatedStorage, ServerStorage
  • [ ] Part, Model, Tool basics
  • [ ] Parent-Child relationships
  • [ ] Instance.new() và :Clone()

2.2. Vector3 và CFrame

-- Vector3 (Position)
local position = Vector3.new(10, 5, 10)
part.Position = position

-- CFrame (Position + Rotation)
local cframe = CFrame.new(0, 10, 0)
part.CFrame = cframe

-- Rotation
part.CFrame = CFrame.Angles(math.rad(45), 0, 0)

-- Moving objects
part.CFrame = part.CFrame + Vector3.new(0, 1, 0)
  • [ ] Vector3: Position, Size, Velocity
  • [ ] CFrame: Position + Orientation
  • [ ] CFrame math operations
  • [ ] Rotation và angles

2.3. Scripts vs LocalScripts vs ModuleScripts

-- Script (Server-side)
print("Running on server")

-- LocalScript (Client-side)
local player = game.Players.LocalPlayer
print("Running on " .. player.Name)

-- ModuleScript
local module = {}
function module.MyFunction()
    return "Hello"
end
return module
  • [ ] Server-side Scripts
  • [ ] Client-side LocalScripts
  • [ ] ModuleScripts và require()
  • [ ] Client-Server architecture

2.4. Events (Sự kiện)

-- Touched event
part.Touched:Connect(function(hit)
    print(hit.Name .. " touched the part")
end)

-- Player events
game.Players.PlayerAdded:Connect(function(player)
    print(player.Name .. " joined!")
end)

-- Custom events
local event = Instance.new("BindableEvent")
event.Event:Connect(function(data)
    print(data)
end)
event:Fire("Hello")
  • [ ] :Connect() và event handlers
  • [ ] Common events: Touched, PlayerAdded, Died
  • [ ] BindableEvents và BindableFunctions
  • [ ] :Disconnect() events

2.5. Player và Character

-- Get player
local player = game.Players.LocalPlayer

-- Get character
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")

-- Modify health
humanoid.Health = 50

-- Detect death
humanoid.Died:Connect(function()
    print(player.Name .. " died")
end)
  • [ ] Player object và properties
  • [ ] Character model
  • [ ] Humanoid: Health, WalkSpeed, JumpPower
  • [ ] CharacterAdded event
  • [ ] Respawning

2.6. GUI (Giao diện người dùng)

-- ScreenGui
local screenGui = Instance.new("ScreenGui")
screenGui.Parent = player.PlayerGui

-- TextLabel
local label = Instance.new("TextLabel")
label.Size = UDim2.new(0, 200, 0, 50)
label.Position = UDim2.new(0.5, -100, 0, 10)
label.Text = "Hello Player"
label.Parent = screenGui

-- Button
local button = Instance.new("TextButton")
button.MouseButton1Click:Connect(function()
    print("Button clicked!")
end)
  • [ ] ScreenGui, BillboardGui, SurfaceGui
  • [ ] Frames, TextLabels, TextButtons
  • [ ] UDim2 positioning và sizing
  • [ ] GUI events: MouseButton1Click
  • [ ] Tweening GUI elements

🚀 PHẦN 3: ROBLOX TRUNG CẤP (4-6 tuần)

3.1. RemoteEvents và RemoteFunctions

-- Server Script
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local remote = ReplicatedStorage.RemoteEvent

remote.OnServerEvent:Connect(function(player, message)
    print(player.Name .. " said: " .. message)
end)

-- LocalScript (Client)
local remote = ReplicatedStorage.RemoteEvent
remote:FireServer("Hello Server!")

-- RemoteFunction (with return)
local remoteFunc = ReplicatedStorage.RemoteFunction
remoteFunc.OnServerInvoke = function(player, amount)
    return amount * 2
end

-- Client calling
local result = remoteFunc:InvokeServer(10)
  • [ ] Client-Server communication
  • [ ] RemoteEvent:FireServer(), :FireClient(), :FireAllClients()
  • [ ] RemoteFunction:InvokeServer(), :InvokeClient()
  • [ ] Security best practices

3.2. DataStores (Lưu dữ liệu)

local DataStoreService = game:GetService("DataStoreService")
local playerData = DataStoreService:GetDataStore("PlayerData")

-- Save data
game.Players.PlayerRemoving:Connect(function(player)
    local success, error = pcall(function()
        playerData:SetAsync(player.UserId, {
            coins = 1000,
            level = 5
        })
    end)
end)

-- Load data
game.Players.PlayerAdded:Connect(function(player)
    local data = playerData:GetAsync(player.UserId)
    if data then
        print(player.Name .. " has " .. data.coins .. " coins")
    end
end)
  • [ ] GetDataStore(), OrderedDataStore
  • [ ] :SetAsync(), :GetAsync(), :UpdateAsync()
  • [ ] pcall() cho error handling
  • [ ] Data limits và best practices
  • [ ] Auto-save systems

3.3. TweenService (Animations)

local TweenService = game:GetService("TweenService")

local part = workspace.Part
local tweenInfo = TweenInfo.new(
    2,  -- Time
    Enum.EasingStyle.Quad,
    Enum.EasingDirection.Out
)

local goal = {Position = Vector3.new(10, 10, 10)}
local tween = TweenService:Create(part, tweenInfo, goal)
tween:Play()

-- Tween events
tween.Completed:Connect(function()
    print("Tween finished")
end)
  • [ ] TweenInfo parameters
  • [ ] EasingStyles và EasingDirections
  • [ ] Tweening properties
  • [ ] Tween events: Completed, Paused
  • [ ] GUI tweening

3.4. Sound và Music

local sound = Instance.new("Sound")
sound.SoundId = "rbxassetid://1234567890"
sound.Parent = workspace
sound.Volume = 0.5
sound:Play()

-- 3D Sound
sound.RollOffMaxDistance = 100
sound.RollOffMinDistance = 10

-- Music loop
sound.Looped = true
  • [ ] Sound properties: Volume, Pitch, TimePosition
  • [ ] 3D sound và attenuation
  • [ ] SoundGroups
  • [ ] Playing/Stopping sounds
  • [ ] Audio assets

3.5. Lighting và Atmosphere

local Lighting = game:GetService("Lighting")

-- Time of day
Lighting.ClockTime = 12

-- Fog
Lighting.FogEnd = 500
Lighting.FogColor = Color3.new(1, 1, 1)

-- Atmosphere
local atmosphere = Instance.new("Atmosphere")
atmosphere.Density = 0.3
atmosphere.Parent = Lighting

-- ColorCorrection
local cc = Instance.new("ColorCorrectionEffect")
cc.Brightness = 0.1
cc.Parent = Lighting
  • [ ] Day/Night cycle
  • [ ] Fog, Bloom, SunRays
  • [ ] Atmosphere effects
  • [ ] ColorCorrection, Blur effects

3.6. Raycasting

-- Simple raycast
local origin = workspace.Camera.CFrame.Position
local direction = workspace.Camera.CFrame.LookVector * 100

local raycastResult = workspace:Raycast(origin, direction)

if raycastResult then
    local hitPart = raycastResult.Instance
    print("Hit: " .. hitPart.Name)

    -- Create marker
    local marker = Instance.new("Part")
    marker.Position = raycastResult.Position
    marker.Parent = workspace
end

-- RaycastParams
local params = RaycastParams.new()
params.FilterType = Enum.RaycastFilterType.Blacklist
params.FilterDescendantsInstances = {character}

local result = workspace:Raycast(origin, direction, params)
  • [ ] workspace:Raycast()
  • [ ] RaycastParams filtering
  • [ ] Hit detection
  • [ ] Mouse raycasting
  • [ ] Laser beams

💎 PHẦN 4: ROBLOX NÂNG CAO (6-8 tuần)

4.1. Object-Oriented Programming (OOP)

-- Class definition
local Player = {}
Player.__index = Player

function Player.new(name, health)
    local self = setmetatable({}, Player)
    self.name = name
    self.health = health
    return self
end

function Player:TakeDamage(amount)
    self.health = self.health - amount
    if self.health <= 0 then
        self:Die()
    end
end

function Player:Die()
    print(self.name .. " died")
end

-- Usage
local player1 = Player.new("John", 100)
player1:TakeDamage(30)
  • [ ] Metatables và __index
  • [ ] Creating classes
  • [ ] Methods và self
  • [ ] Inheritance
  • [ ] Encapsulation

4.2. Advanced DataStores

-- UpdateAsync for concurrent updates
playerData:UpdateAsync(player.UserId, function(oldData)
    local data = oldData or {coins = 0}
    data.coins = data.coins + 10
    return data
end)

-- Versioning
local function saveData(player, data)
    data.version = 2
    playerData:SetAsync(player.UserId, data)
end

-- Session locking
local sessionData = {}

local function loadData(player)
    if sessionData[player.UserId] then
        player:Kick("Data session already active")
        return
    end

    sessionData[player.UserId] = true
    local data = playerData:GetAsync(player.UserId)
    return data
end
  • [ ] :UpdateAsync() cho safe updates
  • [ ] Session locking
  • [ ] Data versioning
  • [ ] Retry logic
  • [ ] Data backup strategies

4.3. ProfileService (Better DataStore)

local ProfileService = require(ReplicatedStorage.ProfileService)

local ProfileTemplate = {
    Coins = 0,
    Level = 1,
    Inventory = {}
}

local ProfileStore = ProfileService.GetProfileStore(
    "PlayerData",
    ProfileTemplate
)

local Profiles = {}

game.Players.PlayerAdded:Connect(function(player)
    local profile = ProfileStore:LoadProfileAsync("Player_" .. player.UserId)

    if profile then
        profile:AddUserId(player.UserId)
        profile:Reconcile()

        profile:ListenToRelease(function()
            Profiles[player] = nil
            player:Kick()
        end)

        if player:IsDescendantOf(game.Players) then
            Profiles[player] = profile
        else
            profile:Release()
        end
    end
end)
  • [ ] ProfileService installation
  • [ ] Session locking tự động
  • [ ] Data reconciliation
  • [ ] Release handling
  • [ ] Best practices

4.4. Advanced Combat System

-- Damage calculation
local function calculateDamage(attacker, defender)
    local baseDamage = attacker.Weapon.Damage
    local defense = defender.Armor.Defense
    local critChance = attacker.Stats.CritChance

    local damage = baseDamage - defense

    if math.random() < critChance then
        damage = damage * 2
        print("Critical hit!")
    end

    return math.max(damage, 1)
end

-- Hitbox system
local function createHitbox(character, size, duration)
    local rootPart = character.HumanoidRootPart
    local hitbox = Instance.new("Part")
    hitbox.Size = size
    hitbox.CFrame = rootPart.CFrame
    hitbox.Transparency = 1
    hitbox.CanCollide = false
    hitbox.Parent = workspace

    local hitPlayers = {}

    local connection = hitbox.Touched:Connect(function(hit)
        local enemyHumanoid = hit.Parent:FindFirstChild("Humanoid")
        if enemyHumanoid and not hitPlayers[hit.Parent] then
            hitPlayers[hit.Parent] = true
            -- Deal damage
        end
    end)

    task.wait(duration)
    connection:Disconnect()
    hitbox:Destroy()
end
  • [ ] Weapon systems
  • [ ] Hitbox detection
  • [ ] Damage calculation
  • [ ] Status effects
  • [ ] Cooldown systems
  • [ ] Combo systems

4.5. Inventory System

local InventorySystem = {}
InventorySystem.Inventories = {}

function InventorySystem.CreateInventory(player, size)
    InventorySystem.Inventories[player] = {
        MaxSlots = size,
        Items = {}
    }
end

function InventorySystem.AddItem(player, itemId, amount)
    local inventory = InventorySystem.Inventories[player]

    -- Check if item exists
    for i, item in pairs(inventory.Items) do
        if item.Id == itemId then
            item.Amount = item.Amount + amount
            return true
        end
    end

    -- Add new item
    if #inventory.Items < inventory.MaxSlots then
        table.insert(inventory.Items, {
            Id = itemId,
            Amount = amount
        })
        return true
    end

    return false  -- Inventory full
end

function InventorySystem.RemoveItem(player, itemId, amount)
    local inventory = InventorySystem.Inventories[player]

    for i, item in pairs(inventory.Items) do
        if item.Id == itemId then
            if item.Amount >= amount then
                item.Amount = item.Amount - amount
                if item.Amount == 0 then
                    table.remove(inventory.Items, i)
                end
                return true
            end
        end
    end

    return false
end

return InventorySystem
  • [ ] Inventory structure
  • [ ] Adding/removing items
  • [ ] Item stacking
  • [ ] Item rarity
  • [ ] GUI integration
  • [ ] Drag and drop

4.6. Quest System

local QuestSystem = {}
QuestSystem.ActiveQuests = {}

local Quests = {
    ["Quest1"] = {
        Name = "Defeat Enemies",
        Description = "Defeat 10 enemies",
        Objectives = {
            {Type = "Kill", Target = "Enemy", Amount = 10, Current = 0}
        },
        Rewards = {Coins = 100, XP = 50}
    }
}

function QuestSystem.StartQuest(player, questId)
    local quest = Quests[questId]
    if not quest then return end

    if not QuestSystem.ActiveQuests[player] then
        QuestSystem.ActiveQuests[player] = {}
    end

    QuestSystem.ActiveQuests[player][questId] = {
        Objectives = table.clone(quest.Objectives),
        StartTime = tick()
    }
end

function QuestSystem.UpdateProgress(player, objectiveType, target, amount)
    local playerQuests = QuestSystem.ActiveQuests[player]
    if not playerQuests then return end

    for questId, questData in pairs(playerQuests) do
        for _, objective in ipairs(questData.Objectives) do
            if objective.Type == objectiveType and objective.Target == target then
                objective.Current = math.min(objective.Current + amount, objective.Amount)

                -- Check completion
                if QuestSystem.IsQuestComplete(player, questId) then
                    QuestSystem.CompleteQuest(player, questId)
                end
            end
        end
    end
end

return QuestSystem
  • [ ] Quest structure
  • [ ] Objective tracking
  • [ ] Quest progression
  • [ ] Rewards system
  • [ ] Multiple quests

4.7. Pathfinding AI

local PathfindingService = game:GetService("PathfindingService")

local function findPath(npc, target)
    local humanoid = npc:FindFirstChild("Humanoid")
    if not humanoid then return end

    local path = PathfindingService:CreatePath({
        AgentRadius = 3,
        AgentHeight = 5,
        AgentCanJump = true,
        AgentCanClimb = true
    })

    local success, errorMessage = pcall(function()
        path:ComputeAsync(npc.HumanoidRootPart.Position, target.Position)
    end)

    if success and path.Status == Enum.PathStatus.Success then
        local waypoints = path:GetWaypoints()

        for i, waypoint in ipairs(waypoints) do
            if waypoint.Action == Enum.PathWaypointAction.Jump then
                humanoid.Jump = true
            end

            humanoid:MoveTo(waypoint.Position)
            humanoid.MoveToFinished:Wait()
        end
    end
end

-- Chase AI
local function chasePlayer(npc, player)
    while true do
        local character = player.Character
        if character then
            findPath(npc, character.HumanoidRootPart)
        end
        task.wait(2)
    end
end
  • [ ] PathfindingService
  • [ ] Computing paths
  • [ ] Following waypoints
  • [ ] Jump và climb handling
  • [ ] AI states (Idle, Chase, Attack)
  • [ ] Patrol systems

4.8. Advanced Animation

-- Animation loading
local humanoid = character:WaitForChild("Humanoid")
local animator = humanoid:WaitForChild("Animator")

local animationId = "rbxassetid://123456789"
local animation = Instance.new("Animation")
animation.AnimationId = animationId

local animTrack = animator:LoadAnimation(animation)

-- Playing animations
animTrack:Play()
animTrack:AdjustSpeed(1.5)
animTrack:AdjustWeight(2)

-- Animation events
animTrack:GetMarkerReachedSignal("Shoot"):Connect(function()
    print("Shoot marker reached")
end)

animTrack.Stopped:Connect(function()
    print("Animation stopped")
end)

-- Blending animations
local idleAnim = animator:LoadAnimation(idleAnimation)
local walkAnim = animator:LoadAnimation(walkAnimation)

idleAnim:Play()
walkAnim:Play()
walkAnim:AdjustWeight(0.5)  -- Blend
  • [ ] Animation loading
  • [ ] Animation priority
  • [ ] Animation blending
  • [ ] Animation events/markers
  • [ ] Custom animations
  • [ ] Animation controllers

4.9. Procedural Generation

-- Terrain generation
local function generateTerrain(size)
    for x = -size, size do
        for z = -size, size do
            local height = math.noise(x/20, z/20) * 10
            local part = Instance.new("Part")
            part.Size = Vector3.new(4, height, 4)
            part.Position = Vector3.new(x*4, height/2, z*4)
            part.Anchored = true
            part.Parent = workspace.Terrain
        end
    end
end

-- Dungeon generation
local function generateDungeon(width, height)
    local grid = {}

    -- Initialize grid
    for x = 1, width do
        grid[x] = {}
        for y = 1, height do
            grid[x][y] = "wall"
        end
    end

    -- Carve rooms
    local function carveRoom(startX, startY, roomWidth, roomHeight)
        for x = startX, startX + roomWidth do
            for y = startY, startY + roomHeight do
                if grid[x] and grid[x][y] then
                    grid[x][y] = "floor"
                end
            end
        end
    end

    -- Generate random rooms
    for i = 1, 10 do
        local x = math.random(2, width - 10)
        local y = math.random(2, height - 10)
        local w = math.random(4, 8)
        local h = math.random(4, 8)
        carveRoom(x, y, w, h)
    end

    return grid
end
  • [ ] Perlin noise terrain
  • [ ] Dungeon generation
  • [ ] Random structures
  • [ ] Biomes
  • [ ] Procedural meshes

4.10. Network Optimization

-- Batching remote calls
local remoteQueue = {}
local UPDATE_INTERVAL = 0.1

local function queueRemote(eventName, ...)
    table.insert(remoteQueue, {eventName, {...}})
end

task.spawn(function()
    while true do
        if #remoteQueue > 0 then
            RemoteEvent:FireServer(remoteQueue)
            remoteQueue = {}
        end
        task.wait(UPDATE_INTERVAL)
    end
end)

-- Object pooling
local ObjectPool = {}
ObjectPool.Pool = {}

function ObjectPool.Get(template)
    if #ObjectPool.Pool > 0 then
        local obj = table.remove(ObjectPool.Pool)
        obj.Parent = workspace
        return obj
    else
        return template:Clone()
    end
end

function ObjectPool.Return(obj)
    obj.Parent = nil
    table.insert(ObjectPool.Pool, obj)
end

-- Streaming optimization
workspace.StreamingEnabled = true
workspace.StreamingTargetRadius = 512
workspace.StreamingMinRadius = 128
  • [ ] Remote batching
  • [ ] Object pooling
  • [ ] Streaming enabled
  • [ ] LOD (Level of Detail)
  • [ ] Culling techniques
  • [ ] Memory management

🏆 PHẦN 5: CHUYÊN NGHIỆP (8+ tuần)

5.1. Anti-Cheat Systems

-- Server-side validation
RemoteEvent.OnServerEvent:Connect(function(player, action, data)
    -- Validate player exists
    if not player or not player.Parent then return end

    -- Rate limiting
    if isRateLimited(player) then
        warnPlayer(player, "Too many requests")
        return
    end

    -- Sanity checks
    if action == "BuyItem" then
        local price = ItemDatabase[data.itemId].Price
        if player.Coins.Value < price then
            return  -- Not enough coins
        end
    end

    -- Position validation
    if action == "Move" then
        local distance = (data.position - player.Character.HumanoidRootPart.Position).Magnitude
        if distance > 100 then  -- Teleport hack
            kickPlayer(player, "Invalid movement")
            return
        end
    end
end)

-- Speed check
local lastPositions = {}
game:GetService("RunService").Heartbeat:Connect(function()
    for _, player in pairs(game.Players:GetPlayers()) do
        if player.Character then
            local rootPart = player.Character.HumanoidRootPart
            local lastPos = lastPositions[player]

            if lastPos then
                local distance = (rootPart.Position - lastPos).Magnitude
                local speed = distance / 0.03  -- Heartbeat interval

                if speed > 100 then  -- Too fast
                    kickPlayer(player, "Speed hack detected")
                end
            end

            lastPositions[player] = rootPart.Position
        end
    end
end)
  • [ ] Input validation
  • [ ] Rate limiting
  • [ ] Server authority
  • [ ] Speed checks
  • [ ] Exploit detection
  • [ ] Logging suspicious activity

5.2. Advanced Framework Architecture

-- Service pattern
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Services = ReplicatedStorage.Services

local CombatService = require(Services.CombatService)
local DataService = require(Services.DataService)
local UIService = require(Services.UIService)

-- Controllers (client)
local Controllers = ReplicatedStorage.Controllers
local InputController = require(Controllers.InputController)

-- Dependency injection
local ServiceContainer = {}

function ServiceContainer:Register(name, service)
    self[name] = service
end

function ServiceContainer:Get(name)
    return self[name]
end

ServiceContainer:Register("Combat", CombatService)
ServiceContainer:Register("Data", DataService)

-- Usage
local combat = ServiceContainer:Get("Combat")
combat:DealDamage(player, target, 50)
  • [ ] Service architecture
  • [ ] Dependency injection
  • [ ] Event aggregator
  • [ ] State management
  • [ ] Modular systems
  • [ ] Testing frameworks

5.3. Matchmaking System

local MatchmakingService = {}
MatchmakingService.Queue = {}
MatchmakingService.Matches = {}

function MatchmakingService:JoinQueue(player, skill)
    table.insert(self.Queue, {
        Player = player,
        Skill = skill,
        JoinTime = tick()
    })
end

function MatchmakingService:FindMatch()
    if #self.Queue < 2 then return end

    -- Sort by skill
    table.sort(self.Queue, function(a, b)
        return a.Skill < b.Skill
    end)

    -- Find compatible players
    for i = 1, #self.Queue - 1 do
        local player1 = self.Queue[i]
        local player2 = self.Queue[i + 1]

        local skillDiff = math.abs(player1.Skill - player2.Skill)
        local waitTime = tick() - math.min(player1.JoinTime, player2.JoinTime)

        -- Expand skill range over time
        local maxSkillDiff = 100 + (waitTime * 10)

        if skillDiff <= maxSkillDiff then
            self:CreateMatch(player1.Player, player2.Player)
            table.remove(self.Queue, i + 1)
            table.remove(self.Queue, i)
            break
        end
    end
end

return MatchmakingService
  • [ ] Queue systems
  • [ ] Skill-based matching
  • [ ] Party systems
  • [ ] Lobby management
  • [ ] Match creation

5.4. Trading System

local TradingSystem = {}
TradingSystem.ActiveTrades = {}

function TradingSystem:InitiateTrade(player1, player2)
    local tradeId = game:GetService("HttpService"):GenerateGUID()

    self.ActiveTrades[tradeId] = {
        Player1 = player1,
        Player2 = player2,
        Player1Offer = {},
        Player2Offer = {},
        Player1Accepted = false,
        Player2Accepted = false,
        Locked = false
    }

    return tradeId
end

function TradingSystem:AddOffer(tradeId, player, item)
    local trade = self.ActiveTrades[tradeId]
    if trade.Locked then return false end

    -- Reset acceptances
    trade.Player1Accepted = false
    trade.Player2Accepted = false

    if player == trade.Player1 then
        table.insert(trade.Player1Offer, item)
    else
        table.insert(trade.Player2Offer, item)
    end

    return true
end

function TradingSystem:AcceptTrade(tradeId, player)
    local trade = self.ActiveTrades[tradeId]

    if player == trade.Player1 then
        trade.Player1Accepted = true
    else
        trade.Player2Accepted = true
    end

    if trade.Player1Accepted and trade.Player2Accepted then
        self:ExecuteTrade(tradeId)
    end
end

function TradingSystem:ExecuteTrade(tradeId)
    local trade = self.ActiveTrades[tradeId]
    trade.Locked = true

    -- Transfer items
    -- ... item transfer logic

    self.ActiveTrades[tradeId] = nil
end

return TradingSystem
  • [ ] Trade requests
  • [ ] Offer management
  • [ ] Acceptance system
  • [ ] Scam prevention
  • [ ] Transaction logging

5.5. Analytics và Metrics

local AnalyticsService = {}

function AnalyticsService:TrackEvent(player, eventName, data)
    local httpService = game:GetService("HttpService")

    local eventData = {
        UserId = player.UserId,
        Username = player.Name,
        Event = eventName,
        Data = data,
        Timestamp = os.time(),
        PlaceId = game.PlaceId
    }

    -- Send to external analytics
    -- httpService:PostAsync(ANALYTICS_URL, httpService:JSONEncode(eventData))

    -- Local tracking
    self:SaveToDataStore(eventData)
end

function AnalyticsService:TrackPlayerSession(player)
    local joinTime = tick()

    player.AncestryChanged:Connect(function()
        if not player:IsDescendantOf(game) then
            local sessionLength = tick() - joinTime
            self:TrackEvent(player, "SessionEnd", {
                Duration = sessionLength
            })
        end
    end)
end

return AnalyticsService
  • [ ] Event tracking
  • [ ] Player metrics
  • [ ] Session analytics
  • [ ] Conversion funnels
  • [ ] A/B testing
  • [ ] External API integration

🛠️ CÔNG CỤ & THƯ VIỆN QUAN TRỌNG

Frameworks

  • [ ] Knit - Game framework
  • [ ] ProfileService - Data management
  • [ ] Roact - UI framework (React-like)
  • [ ] Rodux - State management (Redux-like)

Libraries

  • [ ] Spring - Smooth animations
  • [ ] Promise - Async operations
  • [ ] Signal - Event system
  • [ ] Fusion - Modern UI framework

Tools

  • [ ] Rojo - VS Code integration
  • [ ] Selene - Lua linter
  • [ ] StyLua - Code formatter
  • [ ] TestEZ - Unit testing

📦 DỰ ÁN THỰC HÀNH

Beginner Projects

  1. Obby Game - Basic movement, checkpoints
  2. Coin Collector - GUI, basic scripting
  3. Simple Tycoon - Money system, buttons

Intermediate Projects

  1. Fighting Game - Combat system, health bars
  2. Simulator Game - Pet system, rebirth, shop
  3. Tower Defense - Pathfinding, waves, towers

Advanced Projects

  1. RPG Game - Quests, inventory, skills, NPCs
  2. Battle Royale - Matchmaking, zone shrinking
  3. MMORPG - Server architecture, economy

📖 TÀI NGUYÊN HỌC TẬP

Official Resources

  • [ ] Roblox Developer Hub
  • [ ] Roblox Creator Documentation
  • [ ] DevForum
  • [ ] API Reference

YouTube Channels

  • [ ] AlvinBlox
  • [ ] TheDevKing
  • [ ] Peaspod Productions
  • [ ] GnomeCode

Community

  • [ ] Hidden Developers (Discord)
  • [ ] Roblox OSS Community
  • [ ] DevForum

✅ LỘ TRÌNH THEO THỜI GIAN

Tháng 1-2: Foundation

  • Lua cơ bản hoàn chỉnh
  • Roblox Studio basics
  • Script đầu tiên

Tháng 3-4: Core Skills

  • RemoteEvents mastery
  • DataStore implementation
  • GUI systems
  • Basic game mechanics

Tháng 5-6: Game Systems

  • Combat systems
  • Inventory management
  • Quest systems
  • AI basics

Tháng 7-8: Advanced Topics

  • OOP patterns
  • Framework usage
  • Optimization
  • Security

Tháng 9-12: Professional

  • Complete game projects
  • Monetization
  • Publishing
  • Portfolio building

💡 TIPS & BEST PRACTICES

Code Quality

-- ✅ GOOD
local function calculateDamage(attacker, defender)
    local baseDamage = attacker.Weapon.Damage
    local defense = defender.Armor.Defense
    return math.max(baseDamage - defense, 1)
end

-- ❌ BAD
function dmg(a, d)
    return a.Weapon.Damage - d.Armor.Defense
end

Security

  • Never trust client input
  • Always validate on server
  • Use RemoteEvents properly
  • Implement rate limiting

Performance

  • Use local variables
  • Cache references
  • Avoid :GetChildren() in loops
  • Use object pooling
  • Enable streaming

Organization

ReplicatedStorage/
├── Modules/
│   ├── CombatSystem.lua
│   ├── InventorySystem.lua
│   └── QuestSystem.lua
├── RemoteEvents/
│   ├── DamageEvent
│   └── ShopEvent
└── Assets/
    ├── Sounds/
    └── UI/

ServerScriptService/
├── Services/
│   ├── DataService.lua
│   ├── PlayerService.lua
│   └── MatchmakingService.lua
└── Server.lua

🎯 CHECKLIST HOÀN THÀNH

  • [ ] Hoàn thành tất cả cú pháp Lua cơ bản
  • [ ] Tạo được 3 game đơn giản
  • [ ] Hiểu rõ RemoteEvents
  • [ ] Implement DataStore thành công
  • [ ] Tạo combat system hoàn chỉnh
  • [ ] Build inventory system
  • [ ] Implement quest system
  • [ ] Tối ưu hóa performance
  • [ ] Thêm anti-cheat
  • [ ] Publish game lên Roblox

🚀 BƯỚC TIẾP THEO SAU ROADMAP

  1. Specialize - Chọn chuyên ngành (Combat, UI, Systems, AI)
  2. Collaborate - Tham gia teams để làm game lớn
  3. Monetize - Học về GamePasses, DevProducts
  4. Scale - Học server infrastructure cho massive games
  5. Portfolio - Build portfolio và showcase games

Chúc bạn thành công trên con đường trở thành Roblox Developer! 🎮✨

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