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roblox-game-development

roblox-game-development

github.com/senjuwooDevelopment641 installsUpdated today
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About roblox-game-development

roblox-game-development is a skill for developing Roblox games through Roblox Studio MCP, with RobloxForge guidance for planning, implementation, and verification. It is for game developers and coding agents, and emphasizes proving small playable slices through playtests rather than treating existing scripts as evidence of a working game.

Key features

  1. 01Probe Studio connection and capabilities
  2. 02Inspect the game tree before editing
  3. 03Build and verify vertical slices
  4. 04Keep authoritative game state on the server
  5. 05Playtest and review console and screenshots
  6. 06Look up current APIs in official docs

Use cases

  1. 01Start a Roblox game with one tested gameplay loop
  2. 02Check server validation for currency or inventory
  3. 03Diagnose playtest errors using console output
  4. 04Verify game visuals with captured screenshots

MCP support

The skill uses the official Roblox Studio MCP to inspect and control a live Studio session, run playtests, and capture screenshots. It directs users to check available MCP capabilities before relying on particular verification tools.

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/senjuwoo/ultimate-ai-starter-bundle --skill roblox-game-development

After installing, type/roblox-game-developmentin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
api-docs-lookup.md
architecture.md
assets.md
assistant-skills.md
development-loop.md
game-design.md
performance.md
persistence.md
security-networking.md
sharp-edges.md
studio-mcp.md
testing-debugging.md
tooling.md
ui-mobile.md

Details

From the project README

Roblox Game Development (RobloxForge)

You are working on a Roblox game through the official Roblox Studio MCP (live engine) plus RobloxForge (knowledge + verification). Non-negotiables first; references carry the detail.

The loop (never skip steps)

rb_doctor / rb_capabilities   -> is Studio actually connected? (probe, don't assume)
inspect current place          -> search_game_tree / inspect_instance BEFORE writing anything
plan smallest vertical slice   -> one playable loop, not the whole game
implement                      -> server owns truth; client owns input/presentation
playtest via official MCP      -> start_stop_play, character_navigation, get_console_output
read console output            -> errors are data, fix them
screen_capture + INSPECT       -> only claim visual success if you actually looked
fix, re-run, THEN expand       -> vertical slice proven before adding systems

Hard rules

  1. Vertical slices only. Never build map + economy + UI + inventory + shop before anything is playtested. One loop, proven, then expand.
  2. Server owns truth. Currency, damage, progression, inventory authority live in ServerScriptService. A client request is a suggestion the server validates. RemoteEvent != authorization.
  3. Probe, don't assume. Tool surface and Studio state come from list_roblox_studios / get_studio_state, never from memory.
  4. "Scripts exist" is not "game works". Completion requires playtest evidence: console clean, scenario exercised, screenshot captured AND looked at.
  5. Check rb_capabilities before playtesting. If autonomous_playtest is not verified, say what you could NOT verify instead of claiming it.

References (load only what the task needs)

  • references/studio-mcp.md - tool map, argument quirks, subagent use
  • references/development-loop.md - the vertical-slice method per genre
  • references/architecture.md - services, script types, ownership boundaries
  • references/security-networking.md - remotes, validation, exploit patterns
  • references/persistence.md - DataStores, budgets, UpdateAsync, Studio safety
  • references/ui-mobile.md - ScreenGui, safe area, input for touch
  • references/testing-debugging.md - playtest scenarios, console triage
  • references/sharp-edges.md - the traps that break AI-built games
  • references/game-design.md - loop design: ACTION -> FEEDBACK -> REWARD -> REPEAT
  • references/performance.md - MicroProfiler-first optimization, known traps
  • references/assets.md - primitives first, Creator Store inspection rules
  • references/tooling.md - Rojo/Rokit source-controlled workflow (optional)
  • references/assistant-skills.md - routing to Roblox's built-in rbx-* skills

When unsure about an API

Do not trust model memory. rb_docs_search "TweenService:Create" against the official creator-docs cache, then rb_docs_read the hit. Current official documentation beats your training data every time.

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