Every game built with the Roblox Game Skill starts from a genre template. Templates are opinionated, end-to-end starting points — not blank slates. Each one ships with real, production-quality Luau modules wired together and ready to run, covering data persistence, remote validation, UI scaffolding, and all genre-specific systems. Instead of spending days on boilerplate, you spend it on what makes your game unique.Documentation Index
Fetch the complete documentation index at: https://mintlify.com/brockmartin/roblox-game-skill/llms.txt
Use this file to discover all available pages before exploring further.
Universal Game Scaffold
Every genre template extends a common base called the game scaffold. It provides the structural foundation all other code depends on: a consistent folder hierarchy, a server lifecycle controller, a profile-based data persistence layer, and a centralized remote handler with rate limiting and validation built in. The scaffold defines these extension points that genre templates plug into:| Extension Point | Where | What Genre Templates Add |
|---|---|---|
| Profile template fields | DataManager PROFILE_TEMPLATE | Genre-specific player data (pets, quest state, rebirths, etc.) |
| Constants | Constants.luau | Round times, spawn rates, upgrade costs |
| Types | Types.luau | Genre-specific type definitions |
| Item definitions | ItemDefinitions.luau | Genre-specific items, tools, pets, upgrades |
| Remote registrations | After RemoteHandler.init() in GameManager | Genre-specific remotes with validators |
| Game loop logic | RunService.Heartbeat in GameManager | Round management, spawners, world simulation |
| Client input bindings | onInputBegan in ClientController | Genre-specific keybinds and interactions |
| UI wiring | initializeUI in ClientController | Genre-specific HUD elements and menus |
| Character setup | onCharacterAdded in ClientController | Genre-specific per-spawn logic |
Folder Hierarchy
Placement Rules
| Content | Location | Why |
|---|---|---|
| Game logic, data, anti-cheat | ServerScriptService | Hidden from clients, server-authoritative |
| Secret configs, drop tables, pricing | ServerStorage/Modules | Clients cannot read server storage |
| Cloneable models, maps, NPCs | ServerStorage/Assets | Loaded on demand, hidden until needed |
| Shared types, constants, utilities | ReplicatedStorage/Shared | Both sides need identical definitions |
| RemoteEvents/Functions | ReplicatedStorage/Remotes | Must be accessible from both sides |
| Client-visible effects, animations | ReplicatedStorage/Assets | Client needs to render these |
| UI layouts | StarterGui | Cloned into PlayerGui on spawn |
| Client controllers | StarterPlayerScripts | Persist across respawns |
| 3D world | Workspace/Map | The live game environment |
Genre Templates
Simulator
Pet Simulator-style collection loop with egg hatching, rarity tiers, zone progression, upgrades, and prestige/rebirth.
Tycoon
Retail Tycoon-style income game with plot claiming, droppers and collectors, button pad purchases, and tiered expansion.
Obby
Tower of Hell-style obstacle course with checkpoint saving, five obstacle types, speedrun timers, and global leaderboards.
RPG
Blox Fruits-style adventure with character stats and leveling, quest system, NPC AI with dialog trees, and zone gating.
Horror
Doors-style atmospheric horror with atmosphere control, a 5-state monster FSM, event sequencer, and jumpscare system.
Battle Royale
Last-player-standing format with full match lifecycle, shrinking storm, loot spawning, and spectator mode.
At a Glance
| Genre | Example Game | Core Systems Included |
|---|---|---|
| Simulator | Pet Simulator 99 | Collection mechanics, pet hatching & rarity, zone progression, upgrade multipliers, prestige/rebirth |
| Tycoon | Retail Tycoon 2 | Plot claiming, dropper/collector pipeline, button pad purchasing, passive income, prestige |
| Obby | Tower of Hell | Checkpoint persistence, 5 obstacle types, speedrun timer, stage completion, OrderedDataStore leaderboards |
| RPG | Blox Fruits | Character stats & leveling, quest pipeline, NPC AI state machine, dialog trees, level-gated zones |
| Horror | Doors | Atmosphere presets, 5-state monster AI FSM, proximity event sequencer, jumpscare system, flashlight controller |
| Battle Royale | Island Royale | Match lifecycle state machine, shrinking storm, weighted loot spawning, elimination tracker, spectator system |