
In this lecture, I introduce this course by telling you a bit about myself and what inspired me to make this course.
In this lecture, you will learn about the structure of the course and how your learning is supported throughout
In this lecture, you will learn how to setup Roblox Studio including creating a Roblox account and downloading Roblox Studio.
In this lecture, we start creating a plan for our story game. I cover the importance of planning and write down some basic ideas for the story, game features and the map.
In this lecture, we finish our basic planning document by looking at the UI design, how we are going to manage our scripts and what improvements we may make in the future.
In this lecture, we begin developing the game's map by creating an outline for the main haunted house floor structure and generate the surrounding terrain. This ensures we have a solid base to continue developing on.
In this lecture, we build from our existing floor plan by adding materials, colours and textures to give the map more life. We also build some basic windows and doors.
In this lecture, we add materials, colours and textures to the interior walls of the map. We also build some common assets for the interior such as doors, tables and chairs.
In this lecture, we continue to add some basic assets to our interior including a custom wardrobe and drawers, along with some small assets from the toolbox.
In this lecture, we begin building the basement for the house by placing the interior and exterior walls along with some stairs to walk down.
In this lecture, we focus on the interior of the basement by adding textures and common assets including doors and chairs.
In this lecture, we begin to design our game UI using a website called Figma. I introduce the basics and create a rough design to improve on next lecture.
In this lecture, we design our UI using decided colour combinations and fonts. This includes a dialogue prompt, task menu and other small features.
In this lecture, we begin creating some of the UI components designing in Figma in Roblox Studio including the volume button and timer.
In this lecture, we finish building the UI components designed in Figma in Roblox Studio. This includes the tasks menu and dialogue prompt.
In this lecture, we begin scripting the base system for the game which would handle the dialogue, tasks and cutscenes. This involves setting up a module script along with some remote events.
In this lecture, we focus on developing the dialogue system by setting up an event to display text on the client with the typing effect seen in many story games.
In this lecture, we continue developing the base dialogue system by setting up a viewport frame to display the character speaking and configuring the time length for the prompt to display.
In this lecture, we script the tasks system so tasks are added and then removed from the tasks menu throughout the story.
In this lecture, we give the dialogue system more life by adding camera positions to our module script. This allows for the camera to focus on the area of importance in the story.
In this lecture, we begin writing the game system module script with all the dialogue, tasks and settings required to tell the story. This also involves adding parts around the map for the camera.
In this lecture, we finish writing the main module script containing all the tasks and dialogue for the story along with camera positions and character settings.
In this lecture, we continue developing the main game system by adding random character selection for dialogue prompts along with some other minor adjustments.
In this lecture, we fix some errors with the dialogue system (mostly around the viewport frame) so it can be used and move into the next set of text.
In this lecture, we begin to setup some touched events to fire parts of the story. This will make the gameplay feel more dynamic as it occurs based on the characters actions.
In this lecture, we handle spawning the character at different locations around the map and begin working on a timer based event for use throughout the story.
In this lecture, we finish scripting the timer event and make some other minor modifications so the game can be played through further until any issues occur.
In this lecture, we begin creating a currency system. I write a script to store the number of coins a player has and place coins around the map.
In this lecture, we finish creating the currency system by updating the coins leaderboard value and UI when a player clicks on a coin.
In this lecture, we place chains and bolt cutters around the map and begin developing a script allowing players to break the bolt cutters over the basement door.
In this lecture, we continue working on the map puzzles by scripting a key to open the basement door once all chains have been removed.
In this lecture, we make some minor modifications so the basement door opens correctly then add this new system into the main game script so the story can continue.
In this lecture, we beginning modelling the ghost for the haunted house basement in Blender. We start by creating the main body of the ghost along with some arms.
In this lecture, we finish modelling the ghost in Blender by carving out some eyes and a mouth. Once finished, we import this ghost over into Roblox Studio.
In this lecture, we correctly setup our Ghost using Motor6D constraints so it can be animated and used for pathfinding.
In this lecture, we begin scripting a pathfinding script for the ghost. We create a function to identify the closest target for the ghost to move towards.
In this lecture, we add to the pathfinding script so the ghost moves towards the nearest target. We also create and add a running animation for the ghost.
In this lecture, we add the ghost's running animation and make some minor modifications to the pathfinding script.
In this lecture, we begin creating an attack system for the ghost to deal damage when within a specified range from any characters.
In this lecture, we finish the attack system by adding an animation and making other changes to the ghost while it is attacking.
In this lecture, we add chains, bolt cutters and a key to the door in the basement to escape from. We copy the tools previously used and hide them around the basement area.
In this lecture, we make some minor modifications to the main game system to have a full first draft playthrough of the game. The ghost modelled and scripted is also moved into the basement.
In this lecture, we begin building the second story of the haunted house which could be used for future game expansion. A balcony is also started.
In this lecture, we build a roof to make the exterior of the haunted house look more complete. This is done using a two-tiered roof structure.
In this lecture, we finish building the roof to the haunted house, letting it overhang slightly. We then lower the house into the terrain and remove any parts which are blocking the basement.
In this lecture, we make some improvements to the terrain surrounding the haunted house now it has been lowered. This involves filling any gaps and adjusting the terrain materials.
In this lecture, we add some exterior details to the haunted house. This includes boards over the windows, vines draping down the walls and some greenery to make it appear overgrown.
In this lecture, we finish adding greenery to the exterior of the house and adjust the lighting settings to give the game a more haunted mood. We also add a ceiling separating the ground and first floor.
In this lecture, we improve on the wardrobe design by building a new one from scratch. The new designs are then placed around the map, replacing the older versions.
In this lecture, we build a new drawer design to improve on the old version and then place them around the map.
In this lecture, we begin scripting the wardrobe so it can be opened and closed by users. This means checking the facing direction of the wardrobe to know which way it should open.
In this lecture, we make some modifications to the code to check which way the wardrobe is facing. This is so it can be opened the correct way.
In this lecture, we modify the wardrobe script so it can be used to handle all wardrobes within the map. This makes it easier to maintain in the future.
In this lecture, we modify the wardrobe script so that doors can be opened and closed by each player to enter different rooms of the house.
In this lecture, we script the drawers so they can be opened and closed by the player. This also involved building the individual drawers which could be opened.
In this lecture, we added apples in the map for the user to eat which would regenerate their health. A script is also written so tools can be picked up by clicking on them.
In this lecture, we add interior lighting to the ground floor and basement of the haunted house. This makes it easier to see and gives the game a more realistic look.
In this lecture, we added some additional details to the living room including rubble, dirt and vegetation to give it a more haunted and abandoned feel.
Ready to dive into the exciting world of ROBLOX game development? Whether you're just starting out or already have experience and want to level up your skills, this course is your ultimate path to becoming a top-tier ROBLOX developer!
This story course has been adapted from part of my main roblox studio masterclass. My masterclass breaks down game development topic by topic, and includes this story game creation. If you prefer that style of learning, you can find my original course on my udemy profile.
In this course you will learn all areas of ROBLOX game development including:
Game Design
Programming
Modelling (Blender)
UI Design (Figma)
Animation
Testing
Publishing
Over 19 hours of In-Depth Lectures:
Dive deep into ROBLOX game development with over 19 hours of high-quality video lectures. Each lecture contains detailed step-by-step explanations from an experienced ROBLOX tutor.
Blender Integration:
Take your character design to the next level by learning how to model a ghost from scratch using Blender. This section introduces you to 3D modeling and provides practical experience creating and importing custom assets to ROBLOX.
Practical Understanding:
By the end of this course, you won’t just have followed along with a project—you’ll understand how each element fits together to create a complete, playable experience. You'll be able to confidently open a blank Roblox Studio project and start building your own unique games from the ground up.
Figma UI Design:
Learn how to create modern visuals that improve your games usability and immersion. We use Figma to design a sleek, spooky and user-friendly UI including dialogue prompts and a tasks menu. This UI design is then tweaked and created in ROBLOX studio.
Craft High-Quality Front Page Games:
Elevate your game development skills to the next level. By the end of this course, you won’t just be building simple starter games; you’ll have the knowledge and expertise to create high-quality front-page games that captivate players and make a lasting impact in the ROBLOX community.
Thorough Testing:
No game is complete without testing, so you'll be guided through how to test your game for bugs and what to do when you encounter one. After this course, you will feel confident solving errors on your own.
Discord Community and Help:
By enrolling in this course, you will also have access to the dedicated Discord community with over 1000 members. Here you can get help from other course members, get hired by other developers or have a casual chat. Alternatively, you can also message me on Udemy if you get stuck and I will respond to you within 24 hours.
With Udemy's 30-day money-back guarantee, you can try out this course risk-free. If you are not 100% happy with the course, you can get a full refund with no questions asked.
Join today and embark on your journey to game development greatness!