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¶
- Obby Game - Basic movement, checkpoints
- Coin Collector - GUI, basic scripting
- Simple Tycoon - Money system, buttons
Intermediate Projects¶
- Fighting Game - Combat system, health bars
- Simulator Game - Pet system, rebirth, shop
- Tower Defense - Pathfinding, waves, towers
Advanced Projects¶
- RPG Game - Quests, inventory, skills, NPCs
- Battle Royale - Matchmaking, zone shrinking
- 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¶
- Specialize - Chọn chuyên ngành (Combat, UI, Systems, AI)
- Collaborate - Tham gia teams để làm game lớn
- Monetize - Học về GamePasses, DevProducts
- Scale - Học server infrastructure cho massive games
- Portfolio - Build portfolio và showcase games
Chúc bạn thành công trên con đường trở thành Roblox Developer! 🎮✨