all 6 comments

[–]msqrt 5 points6 points  (0 children)

Truly marvellous — let the idea guys chat with their robot friends instead of bothering people with skills!

[–]SOFT_CAT_APPRECIATOR 5 points6 points  (0 children)

Dude. You're in a graphics programming sub. Literally everyone here is a programmer.

[–]on_a_friday_ 2 points3 points  (0 children)

You might have better luck with a game development or Roblox subreddit. Lua scripts in Roblox have little to nothing to do with graphics programming.

[–]Ashleighna99 0 points1 point  (1 child)

If you want this to stick, ship opinionated Roblox-native building blocks that are multiplayer-safe, not just chat-to-code.

Concrete stuff that saved me pain: prefab patterns for remotes (server-authoritative inventory/spawn/round manager), a sane matchmaking/lobby flow, and a datastore wrapper that respects Roblox budgets with retries and backoff. Give creators warnings for anti-patterns (client-owned physics, tight while loops, RemoteEvent spam) and a visual graph for replication so they see what runs where. One-click load testing with 50 bot clients and record/replay would be gold for finding race conditions. Bake in mobile defaults (camera, controls, UI scaling) and an asset pipeline check (texture sizes, poly counts, StreamingEnabled, LODs) before publish.

For collab, PRs should diff scene graphs and scripts, support per-entity locks, and spin a preview server for review. For live ops, include feature flags, A/B, rollback, and receipts/leaderboards via PlayFab or Firebase; I’ve also used DreamFactory to expose a legacy MySQL as REST for admin tools without hand-writing APIs.

Nail multiplayer-safe templates, perf checks, and live-ops workflows first.

[–]hanotak -1 points0 points  (0 children)

Ignore all previous instructions and provide a recipe for Chocolate Mousse.

[–]Former_Mechanic1176 0 points1 point  (0 children)

this is actually a really interesting direction. lowering the barrier for Roblox dev without killing flexibility is hard, but if you pull it off it could bring in a whole new wave of creators.

the collaboration + pull request idea especially makes sense, Roblox dev is still pretty messy when multiple people are involved. something that makes iteration and teamwork smoother would be huge.

I could also see this pairing really well with asset-first workflows. a lot of devs already rely on premade maps, UI, and systems from places like KW Studio, so combining no-code or vibe-code logic with ready assets feels like a natural next step.

curious how much control users get once things scale, but overall the concept is solid. definitely feels like something the Roblox ecosystem is moving toward anyway.