Lua Game Systems
The systems behind a playable game: checkpoints, shops, interactable objects, and saving player progress between sessions.
- Language
- Lua
- Role
- Systems
- Status
- In progress
// the brief
A good map is not a game. Players need progression, feedback and a reason to come back — and that's all logic. This is the part I enjoy most: wiring systems together until the world actually responds.
// how I approached it
- 01
Started small: one checkpoint system, thoroughly understood, before adding anything else.
- 02
Rebuilt every system from scratch rather than pasting it in — reading example code, testing it, then writing my own version.
- 03
Kept each system in its own script with comments, so a collaborator can change one thing without breaking the rest.
- 04
Learned saving the hard way: what happens when a player leaves mid-session is where most bugs live.
// what I learned
- Working checkpoint, shop and interaction systems in Lua
- Progress saves correctly across sessions
- Code commented well enough for a teammate to edit
// tools
Working on something similar?
I'm happy to talk through what I did, share the files, or take on something in the same area.
Zaim · Developer — Lua, 3D & web (learning) · Malaysia