Ben · Buzziut

Roblox systems programmer

I'm Ben, a full stack advanced Roblox Luau scripter, willing to work part time and commissions.

Character controllers, enemy AI, matchmaking, saving and loading, UI, that kind of thing. I write it all myself instead of grabbing something off the toolbox, I keep the important checks on the server, and I make sure it still runs fine on a cheap phone.

The two games further down are my own projects, so whatever I write for you is the same kind of code I have to deal with myself later on. I mostly do short commissions. One system, one feature, an optimization pass, or a bug you're just done dealing with.

buzziut.dev@gmail.com · Discord .ben284 · Roblox @thefuture1687

clips

Combat abilities. This is a spin attack with a slash ring around the character and then a ground slam that kicks up a bunch of dust. Just a test rig in Studio, there's no art on it yet.
Parry. When the striker swings there's a red wind up first, and if you block right at that moment it becomes a parry instead of a normal block. You get the impact burst and the deflect effect and you don't lose any health, the bar stays at 125 through the whole thing.
Military backpack inventory. This one was a commission, I built it inside the client's own place. You press TAB and the backpack rig comes up in front of the camera, and the items are actual 3D objects sitting in it, each slot has its own take out prompt. It runs alongside a first person viewmodel and a hotbar.
Wire box objective. The prompt checks the objective's own state before it does anything. When you interact it opens a little splice minigame where you reroute wires between terminals. When you finish, the server logs it and it counts toward the round's win condition.
Generator objective. A hold interaction with a timing ring and a progress bar that has four stages. Each stage saves separately, so if a survivor gets interrupted halfway through a repair they don't lose what they already did.
Server terminal objective. You pick up data chips around the map and then hold them over the scanner on the console. Every symbol decrypts into a number and the panel keeps track of the system status until the terminal is back up. The chip pickups, the hold and the decryption all happen on the server.
Movement and camera in the actual map. The custom controller and the soft shift lock camera running in the real built map instead of a test room. You can see the health and stamina HUD going down as you sprint.

work

Untitled Tower Defense

roblox.com/games/119472908687736

A full tower defense game I made by myself. Code, UI, enemy behaviour, economy, balance, mobile support, all of it. It's live right now, which is honestly the main reason it's on here, you can go play it and check everything below yourself.

Unit shop with a hexagonal stat radar chart
The unit shop, each unit has its own hexagonal stat radar. All custom UI, no plugins.
A wave in progress with placed units and the economy HUD
A wave in progress, you can see the placed units, the enemy path and the economy HUD.
  • Hexagonal stat radarIt reads each unit's stat table and draws the polygon, the axis web and the letter grades at runtime. I built it out of primitives instead of using a charting module, so when I add a new unit I don't have to touch the UI at all.
  • Wave and enemy directorThe waves scale up in what they're made of as you go, the enemies have different movement behaviours, and the multi-phase bosses switch up their attack patterns in the middle of the fight.
  • Tower placementValidation that makes sure the preview and the placement you actually commit are always the same thing. Works the same with mouse and with touch.
  • Economy and support unitsIncome towers and payouts per wave, with some anti-snowball levers in there so a really strong early game doesn't make the rest of the run boring.
  • Loadout systemEquip, unequip and reorder. Including the sparse array stuff that silently breaks Lua table iteration if you're not careful about it.
  • Responsive UI and performanceLayouts that hold up on a small phone and on widescreen, animations split between client and server, and the per frame loops merged down into as few as possible.

Unannounced Asymmetric Horror Project

An asymmetric horror game, 12 survivors against 2 strikers, on two maps, sort of in the style of Dead by Daylight. I can't say the name until we announce it. I'm the only programmer on it, my partner does the design and the map layouts.

Striker mid-pursuit with a red debug trail showing the computed path
The striker mid chase. The red trail is the computed path getting used up one waypoint at a time.
Luau source showing stamina-gated chase speed
Chase speed is tied to stamina, with an exhaustion threshold and a re-engage threshold, and the pathfinding fails safe if it can't find a route.
  • Custom character controllerMovement written from the ground up because I didn't want the default humanoid feel. Sprint, crouch and the state transitions, with weight based animation crossfading.
  • Soft shift-lock cameraA custom camera rig set up for over the shoulder horror framing. The easing keeps your aim responsive but it doesn't have that stiff feel the stock shift lock has.
  • Striker AIPathfindingService routing that recomputes when a path fails, and it all runs off a stamina model. When the striker gets exhausted it drops to walk speed, and a re-engage threshold decides when it starts chasing again.
  • Objectives and interactionProximity prompts where every objective keeps its own state, and they feed into the round's win conditions.
  • Server-authoritative movementWalk speed, position and player state all get validated on the server. That closes the client trust holes exploiters use to outrun you or clip through the map.

what I build

I've been publishing on Roblox since 2021. Some of the early stuff is still up, like Super Clickers and an early gun / combat system. The full list is on my profile.

how I work

working together

connect

Send me the game, what the problem is and when you need it by. If I'm not the right person for it I'll tell you straight up instead of wasting your week.