- #scripting
Helliox RNG
A Sol's RNG-style Roblox game where players click to roll for random weapons with varying rarities. Features a sophisticated RNG system with luck modifiers, comprehensive inventory management, and dynamic player stats that change based on equipped weapons.
- Year
- 2024
- Status
- completed
As the main scripter, I built Helliox RNG's core systems from scratch, learning Lua through tutorials and hands-on work. It was my first major scripting project, and a real school in game development and system architecture.
Scripting
Core game systems
The RNG system with exponential luck modifiers, inventory and equipment, player stats and data persistence.
RNG
Exponential luck modifiers, weighted random selection, weapon validation and dynamic chance calculations.Player
Inventory management, equipment, stat changes and data persistence.
How the weighting works
Each weapon has a chance written as "1 in X": 10 means 1 in 10 (10%), 1000 means 1 in 1000 (0.1%). The player's luck bends that chance exponentially, then the chance becomes a weight:
adjustedChance = chance ^ (1 / luckModifier)
weight = 1 / adjustedChanceA luck modifier of 1 changes nothing, 2 takes the square root (better odds) and 0.5 squares it (worse odds). The draw adds up every weapon's weight, picks a random number between 0 and that total, and walks through the weapons until the running sum passes it. A lower chance means a smaller weight, so rare weapons stay rare.
- A common (1 in 10) with 2x luck
- 1 in 3.16
- A common (1 in 10) with 2x luck
- A rare (1 in 100) with 2x luck
- 1 in 10
- A rare (1 in 100) with 2x luck
- An epic (1 in 1000) with 2x luck
- 1 in 31.6
- An epic (1 in 1000) with 2x luck
The boost grows with rarity (about 3x better odds for a common, 10x for a rare, 32x for an epic), the order of the rarities never changes, and the scaling stays smooth as luck improves.
UI/UX Design
A temporary beta interface
I designed and built the beta's interfaces, which were needed to show off every scripted feature: weapon displays, rolling, inventory and player stats.
Core
The main rolling interface, the weapon display, the luck modifier display and rolling animations.Management
Inventory, equipment, player stats and weapon rarity indicators.
Project status
Helliox RNG reached a working beta with its core systems built and tested, but it was never released publicly: after the beta, my services were no longer needed.
Finished
The RNG system with luck modifiers, inventory and equipment, player stats and data persistence.Outcome
The beta was completed, the game was never released, and my part ended there, with a lot learned.
Key features
RNG
Exponential luck, weighted selection, dynamic chances and weapon rarity tiers.Player
Inventory, equipment, dynamic stats and data persistence.Progression
Collecting weapons, improving luck and stats, and achievements.
What I learned
My first major scripting project: Lua and game development learned through tutorials and practice, building systems from the ground up.
Technical
Lua fundamentals, game system architecture, algorithm design and optimization, and data structures.Process
Learning from tutorials, putting it into practice, integrating systems, and testing and debugging.
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