DESTRUCTION
Bomb Battles
Team-based Roblox arena combat built around arcing bombs, destructible voxel maps, round flow, abilities, respawn anchors, replay capture, UI, progression, and monetization support.
My role
ONLY SCRIPTER
I was the only scripter on the project and owned the full gameplay runtime: combat, rounds, ability systems, map destruction, replay support, UI controllers, data-facing surfaces, and performance work.

What was built
Practical Roblox systems made to support the game
Projectile and bomb combat system covering throws, arcs, fuse timing, explosions, knockback, damage, cleanup, and player feedback.
Destructible map runtime built around voxel terrain changes, match pacing, objective pressure, and repeatable round resets.
Round system covering team assignment, respawn anchors, eliminations, win states, lobby flow, map resets, and end-of-round behavior.
Ability framework for offensive and defensive tools with clean configs, reusable hooks, cooldown handling, validation, and responsive client presentation.
Replay and play-of-the-game support covering capture points, playback timing, camera control, runtime cleanup, and debugging hooks.
Player-facing UI and progression surfaces including lobby panels, inventory flows, leaderboards, bundles, shop support, social hooks, and like integration.
Performance work on high-pressure gameplay paths, especially destruction, projectile updates, round resets, and repeated live-match effects.
Project highlights
- Built as a full-game scripting stack, not a single mechanic demo.
- Combat feel stays fast while server-side checks keep outcomes consistent.
- Ability and projectile code is config-driven so new bombs, tools, and variants can be added without rewriting core flow.
- Destruction work was treated as a gameplay system: readable damage, match pressure, resets, and performance all had to hold together.
- Replay support was designed around real round data, camera ownership, and repeatable playback instead of a detached visual trick.
Gameplay media
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