Gameplay systems
Combat, abilities, hitboxes, round loops, quests, pets. Built server-side with client prediction so it feels instant and can't be exploited.
I'm Ryder . I've been programming for seven years, most of it in Luau. I build gameplay systems, data and economy code, and full games for Roblox, plus tools and bots outside it.
Taking new projects right now. Send a short brief and I'll come back with scope, a timeline and a price.
Game systems, full games, rewrites of code that's gotten out of hand.
Bug hunts, performance passes, Discord bots, small web tools.
Oct 2026
Server-authoritative by default, typed where it matters, and written so the next developer can read it.
Combat, abilities, hitboxes, round loops, quests, pets. Built server-side with client prediction so it feels instant and can't be exploited.
Saving that doesn't lose progress: session locking, migrations, currencies, inventories, trading and developer products.
From an empty baseplate to a published experience. I handle the programming and work with your builders, modelers and UI artists.
Shops, inventories, HUDs and menus that are responsive across phone, tablet, console and PC, with tweens that don't stutter.
Memory leaks, lag spikes, broken saves, exploit holes. I profile first, then fix the cause instead of patching symptoms.
Discord bots, Open Cloud integrations, admin dashboards and small web apps that connect to your game.
Blood effects and physics-driven reactions that make every hit land with weight.
The lobby players load into before a horror match.
A creation system paired with rewards for group members.
A rideable bike chassis with its own handling.
Combat with aim assist built for controller players.
An in-game clothing store for browsing and buying outfits.
An in-game gun shop for browsing and buying weapons.
--!strict-- AbilityService: server owns cooldowns, clients just predictlocal Players = game:GetService("Players")local ReplicatedStorage = game:GetService("ReplicatedStorage") local Remotes = ReplicatedStorage.Remoteslocal Abilities = require(script.Abilities) local MAX_RANGE = 80local AbilityService = {}local cooldowns: {[Player]: {[string]: number}} = {} local function onCooldown(player: Player, id: string): boolean local readyAt = cooldowns[player] and cooldowns[player][id] return readyAt ~= nil and os.clock() < readyAtend function AbilityService.Cast(player: Player, id: string, target: Vector3): boolean local ability = Abilities[id] local root = player.Character and player.Character:FindFirstChild("HumanoidRootPart") if not ability or not root or onCooldown(player, id) then return false end if (root.Position - target).Magnitude > MAX_RANGE then return false -- never trust the client end cooldowns[player] = cooldowns[player] or {} cooldowns[player][id] = os.clock() + ability.Cooldown ability.Run(player, target) Remotes.AbilityCast:FireAllClients(player, id, target) return trueend Players.PlayerRemoving:Connect(function(player) cooldowns[player] = nil -- no leaksend) return AbilityService
I started programming seven years ago and haven't stopped. Roblox is where I do most of my work, because it's where small teams can ship real games fast, and good code makes the biggest difference there.
I care about the boring parts: saves that never wipe , remotes that validate everything, and modules with clear names. That's what lets a game survive an update or a front-page spike.
You'll talk to me directly, get progress builds as I go, and get code you actually own.
No surprises on price or timing. You see progress the whole way through.
Tell me what you're making, what you have already, and when you need it.
I reply with scope, a timeline and a fixed price. Larger jobs are split into milestones.
Regular check-ins with a testable place file so you can play it as it comes together.
Clean, commented code, a quick walkthrough, and a window for fixes after delivery.
Message me on Discord with what you're building and when you need it. Commissions are currently open.
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