Roblox Scripter

Beeze's Portfolio

Roblox developer specializing in combat and movement systems, round-based games, simulators, and RPGs.

My Work
Demo video — add a YouTube link in index.html

Asheborne is a dark fantasy PvP game currently in active development. I am the lead scripter for this project.

Theres many systems involved in this project, so feel free to read more details below.

It has a core system that features state machines, state priority, input buffering and an event-driven architecture. This core system is the foundation of all the actions the player can do, from sprinting to blocking and attacking to full on abilities. The system primarily focuses on when actions can be performed, so every action gets validated against the players current state and cooldowns before it runs and every rejected action return the reason why they failed so the input buffering system knows whether to process them or not. This system runs in the server so clients cant cheat and do stuff like attacking while being stunned.

On top of this, there is a projectile system that doesn't use default roblox physics. Projectiles are simulated in both in the server and client, but both do different jobs. The server is the one that ultimately decides the hit, while the client simply visualizes the part. Both server and client uses a shared projectile solver, and the equation I used is the SUVAT equation. The server is the one that initializes the projectile while the client receives the signal. To sync both positions, the client calculates the time it took for the server to reach it, and uses that accordingly.

Demo video — add a YouTube link in index.html

A movement system I built as a commission. It runs on my custom physics engine so I have full control on how the grappling hook feels.

For the sword, this uses client sided hitbox for responsiveness and all reported hits by the client are validated in the server so exploiters dont damage someone thats super far away. Hitboxes are big because the character is constantly moving and it's super hard to hit if the hitbox was the same as the character size.

Demo video — add a YouTube link in index.html

A parry based RPG game that features a posture and guard break system, layered on levels, stats, and currency that persist with ProfileStore. Enemy NPCs reuse the same combat code as players, and each enemy splits its rewards by how much damage each player dealt.

About

Hello! I'm Beeze. I have over 2 years of roblox scripting experience.

I focus on building scalable, modular, and robust systems for your game. I'm comfortable in working in another codebase, and for large projects I'm able to use VSC, Rojo, and Git.

Pricing
Minimum
10$ USD or 3,000 Robux ignoring tax
Payment
USD or Robux via Bank Transfers group funds or gamepasses.
Long term
Open to long term positions, paid per task or by the hour

Prices vary depending on the scope and deadline of your project. Prices listed here are my minimum rates