local GameFramework = {}
GameFramework.Services = {}
GameFramework.Modules = {}
function GameFramework:Init()
local services = {
"StartService",
"EventService",
"DataService",
"PlayerService"
}
for _, serviceName in ipairs(services) do
local service = require(script.Services[serviceName])
self.Services[serviceName] = service
if typeof(service.Init) == "function" then
service:Init(self.Services, self.Modules)
end
end
return true
end
function GameFramework:Start()
for _, service in pairs(self.Services) do
if typeof(service.Start) == "function" then
service:Start()
end
end
return true
end
local success = GameFramework:Init()
if success then
GameFramework:Start()
end
return GameFramework
About Me
Full-Stack Game Programmer
I'm Daystopia - a -year old full-stack game developer and computer science major. I've been on Roblox for over years and started designing games years ago.
I utilize modular scripting and single-script architecture. I have experience organizing, scripting, and optimizing large projects. I am capable of creating frameworks that cater to any genre of game.
Modular Architecture
Creating clean, maintainable code structures that scale with project complexity
System Design
Designing interconnected gameplay systems that create depth and player engagement
Performance Optimization
Balancing code optimization with runtime efficiency for smooth gameplay experiences
Technical Skills
Service-Oriented Architecture (SOA)
- Modular services with clear responsibilities
- Dependency injection and management
- Service lifecycle management
- Event-driven communication between services
Object-Oriented Programming (OOP)
- Class-like structures using Lua tables
- Encapsulation of data and methods
- Inheritance through metatables
- Method documentation and typing
Network Programming
- Client-server communication
- Event registration, queuing, and throttling
- Data caching and synchronization
- Task scheduling
Code Organization
- Module usage
- Separation of concerns
- Constants and configuration management
- Design patterns
Error Handling
- Logging systems
- Performance monitoring
- Graceful error recovery
- Validation checks
Interface Programming
- Dynamic creation
- State management
- Animation systems
- Responsive layouts
Game Projects
TOWNY
A city-based life simulation game where players can create characters, build homes, start businesses, and lead their virtual lives however they choose.
Ascendium
A dark fantasy RPG where mastering arcane arts and combat is the key to breaking free from the cycle of rebirth.
View ProjectEscape the Killer
Survivors must search for metal fragments, forge a key, and escape through exit gates while the killer hunts them down.
View ProjectPower Unbound
A dungeon crawler with incremental progression where players can upgrade abilities over time to fight increasingly challenging waves of enemies.
View ProjectCode Examples
Dice System
Tabletop-style dice rolling with advantage/disadvantage and modifiers
Tower Defense
Tower placement, enemy pathfinding, and wave management system
Inventory System
Inventory system with item management (stack, sort, move) and permissions
Scratch Marks
Surface marking system with decay and overlap handling
Generator Pistons
Engine piston animation with coordinated movement based on power level
Weather System
Weather forecasting with condition transitions, temperature patterns, and alert generation