1. Basic Game Setup
Creating the Base Game
Detailed Steps:
-
Create a new Roblox place:
- Open Roblox Studio
- Select "Baseplate" as your starting template
- Save your place with a descriptive name
-
Set up the GUI structure:
- In Explorer, go to StarterGui
- Insert a ScreenGui (rename to "MainGUI")
- Add a Frame inside (set Size to 1,1 scale)
- Configure background transparency (0.5-0.8)
-
Cookie display setup:
- Add TextLabel for cookie count
- Set font to "Gotham Black" (size 24-36)
- Position at top-center of screen
- Add shadow effect with TextStroke
-
Cookie button creation:
- Insert ImageButton (200x200 pixels)
- Upload cookie image (PNG with transparency)
- Add hover/click effects (scale, rotation)
- Center on screen with AutoButtonColor=false
LocalScript for Click Handling:
local Players = game:GetService("Players") local player = Players.LocalPlayer local cookieButton = script.Parent.CookieButton local cookieCount = script.Parent.CookieCount -- Initialize cookie value (will be synced with server) local cookies = 0 -- Create a remote event for server communication local remoteEvent = Instance.new("RemoteEvent") remoteEvent.Name = "CookieClickEvent" remoteEvent.Parent = game.ReplicatedStorage -- Click handler with visual feedback cookieButton.MouseButton1Click:Connect(function() -- Visual feedback cookieButton:TweenSize(UDim2.new(0.9, 0, 0.9, 0), "Out", "Quad", 0.1) task.wait(0.1) cookieButton:TweenSize(UDim2.new(1, 0, 1, 0), "Out", "Elastic", 0.5) -- Play sound if available if cookieButton:FindFirstChild("ClickSound") then cookieButton.ClickSound:Play() end -- Fire to server remoteEvent:FireServer() end) -- Update display when cookies change local function updateDisplay(newCount) cookies = newCount cookieCount.Text = "Cookies: " .. formatNumber(cookies) end -- Helper function to format large numbers local function formatNumber(num) if num >= 1000000 then return string.format("%.1fM", num/1000000) elseif num >= 1000 then return string.format("%.1fK", num/1000) end return tostring(num) end -- Listen for server updates game.ReplicatedStorage:WaitForChild("CookieUpdate").OnClientEvent:Connect(updateDisplay)
Server-Side Cookie Management:
local Players = game:GetService("Players") local ServerStorage = game:GetService("ServerStorage") local ReplicatedStorage = game:GetService("ReplicatedStorage") -- Create remote events local clickEvent = Instance.new("RemoteEvent") clickEvent.Name = "CookieClickEvent" clickEvent.Parent = ReplicatedStorage local updateEvent = Instance.new("RemoteEvent") updateEvent.Name = "CookieUpdate" updateEvent.Parent = ReplicatedStorage -- Player data management local playerData = {} local function onPlayerAdded(player) -- Initialize player data playerData[player] = { cookies = 0, clickMultiplier = 1, autoClickers = {} } -- Create leaderstats local leaderstats = Instance.new("Folder") leaderstats.Name = "leaderstats" leaderstats.Parent = player local cookiesStat = Instance.new("IntValue") cookiesStat.Name = "Cookies" cookiesStat.Value = 0 cookiesStat.Parent = leaderstats -- Send initial data to client updateEvent:FireClient(player, 0) end -- Handle cookie clicks clickEvent.OnServerEvent:Connect(function(player) local data = playerData[player] if not data then return end -- Calculate cookies to add (with multiplier) local cookiesToAdd = 1 * data.clickMultiplier -- Update player data data.cookies = data.cookies + cookiesToAdd player.leaderstats.Cookies.Value = data.cookies -- Update client updateEvent:FireClient(player, data.cookies) end) -- Clean up when player leaves local function onPlayerRemoving(player) playerData[player] = nil end -- Connect events Players.PlayerAdded:Connect(onPlayerAdded) Players.PlayerRemoving:Connect(onPlayerRemoving)
Auto-Clicker Upgrades
Upgrade System Design:
- Upgrade Types:
- Click Multipliers (2x, 5x, 10x)
- Auto-Clickers (Grandma, Oven, Factory)
- Temporary Boosts (30min 2x cookies)
- Cost Scaling:
- Base cost * (1.15^owned)
- Example: First grandma costs 10, next 11.5, then 13.2, etc.
- Visual Feedback:
- Highlight affordable upgrades
- Show purchase confirmation
- Visual effect on purchase
Upgrade Shop UI:
-- In a LocalScript connected to your upgrade buttons local ReplicatedStorage = game:GetService("ReplicatedStorage") local upgradeEvent = ReplicatedStorage:WaitForChild("UpgradeEvent") local updateEvent = ReplicatedStorage:WaitForChild("CookieUpdate") local upgrades = { { name = "Grandma", desc = "Bakes 0.2 cookies per second", baseCost = 10, owned = 0, rate = 0.2, button = script.Parent.GrandmaButton }, -- Add more upgrades } -- Initialize UI local function updateUpgradeUI() for _, upgrade in pairs(upgrades) do local cost = math.floor(upgrade.baseCost * (1.15 ^ upgrade.owned)) upgrade.button.Text = string.format("%s\nCost: %d\nOwned: %d", upgrade.name, cost, upgrade.owned) -- Grey out if unaffordable if playerCookies < cost then upgrade.button.BackgroundColor3 = Color3.fromRGB(200, 200, 200) else upgrade.button.BackgroundColor3 = Color3.fromRGB(100, 200, 100) end end end -- Handle purchases for _, upgrade in pairs(upgrades) do upgrade.button.MouseButton1Click:Connect(function() local cost = math.floor(upgrade.baseCost * (1.15 ^ upgrade.owned)) if playerCookies >= cost then upgradeEvent:FireServer(upgrade.name) else -- Play error sound end end end -- Update when cookies change updateEvent.OnClientEvent:Connect(function(cookies) playerCookies = cookies updateUpgradeUI() end)
Server Upgrade Handling:
local ReplicatedStorage = game:GetService("ReplicatedStorage") local upgradeEvent = Instance.new("RemoteEvent") upgradeEvent.Name = "UpgradeEvent" upgradeEvent.Parent = ReplicatedStorage -- Define server-side upgrade data local upgradeData = { ["Grandma"] = { baseCost = 10, rate = 0.2, type = "auto" }, ["2x Multiplier"] = { baseCost = 100, multiplier = 2, type = "click" } } -- Handle upgrade purchases upgradeEvent.OnServerEvent:Connect(function(player, upgradeName) local data = playerData[player] if not data or not upgradeData[upgradeName] then return end local upgrade = upgradeData[upgradeName] local owned = data.upgrades[upgradeName] or 0 local cost = math.floor(upgrade.baseCost * (1.15 ^ owned)) if data.cookies >= cost then -- Deduct cookies data.cookies = data.cookies - cost player.leaderstats.Cookies.Value = data.cookies -- Apply upgrade if upgrade.type == "auto" then table.insert(data.autoClickers, { name = upgradeName, rate = upgrade.rate, nextTick = time() + 1 }) elseif upgrade.type == "click" then data.clickMultiplier = data.clickMultiplier * upgrade.multiplier end -- Update client ReplicatedStorage.CookieUpdate:FireClient(player, data.cookies) end end) -- Auto-clicker processing local function processAutoClickers() while true do local currentTime = time() for player, data in pairs(playerData) do for _, clicker in pairs(data.autoClickers) do if currentTime >= clicker.nextTick then data.cookies = data.cookies + clicker.rate player.leaderstats.Cookies.Value = data.cookies clicker.nextTick = currentTime + 1 end end end wait(0.1) end end -- Start the auto-clicker loop spawn(processAutoClickers)
Pro Tip:
Use a ModuleScript to store all upgrade data for easy maintenance. This allows you to balance game economics without touching the core logic.
3. Advanced Achievements System
Achievement Types & Progression
Achievement Categories:
Milestones
- Bake 100 cookies
- Bake 1,000 cookies
- Bake 1,000,000 cookies
Upgrades
- Purchase first upgrade
- Own 10 grandmas
- Max out all upgrades
Special
- Critical click (1% chance)
- Feed Cookie Monster 10 times
- Play for 24 hours total
Secret
- Click 100 times in 10 seconds
- Find hidden cookie
- Bake negative cookies
Reward Structure:
Cookie Rewards
Instant cookie bonuses
Permanent Multipliers
Increase cookie production
Exclusive Skins
Unique visual customization
Achievement System Implementation
Achievement Data Structure:
-- In a ModuleScript called "AchievementData" local AchievementData = {} AchievementData.list = { { id = "first_cookie", name = "First Cookie", desc = "Bake your first cookie", goal = 1, reward = {type = "cookies", amount = 10}, icon = "rbxassetid://123456", category = "milestone", hidden = false }, { id = "cookie_tycoon", name = "Cookie Tycoon", desc = "Bake 1,000,000 cookies", goal = 1000000, reward = {type = "skin", id = "golden_cookie"}, icon = "rbxassetid://654321", category = "milestone", hidden = false }, { id = "critical_click", name = "Critical Click!", desc = "Get a critical click (1% chance)", goal = 1, reward = {type = "multiplier", amount = 0.1}, icon = "rbxassetid://789012", category = "special", hidden = true } -- Add more achievements } return AchievementData
Achievement Tracking System:
-- Server-side achievement tracking local AchievementData = require(script.Parent.AchievementData) local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players") local achievementEvent = Instance.new("RemoteEvent") achievementEvent.Name = "AchievementEvent" achievementEvent.Parent = ReplicatedStorage local playerAchievements = {} local function onPlayerAdded(player) -- Initialize player's achievement progress playerAchievements[player] = {} for _, achievement in pairs(AchievementData.list) do playerAchievements[player][achievement.id] = { progress = 0, unlocked = false } end -- Set up stat tracking player:SetAttribute("TotalClicks", 0) player:SetAttribute("CriticalClicks", 0) end local function checkAchievement(player, achievementId, progress) local achievement = AchievementData.list[achievementId] if not achievement or playerAchievements[player][achievementId].unlocked then return end -- Update progress playerAchievements[player][achievementId].progress = progress -- Check if achievement is completed if progress >= achievement.goal then playerAchievements[player][achievementId].unlocked = true giveReward(player, achievement.reward) achievementEvent:FireClient(player, achievementId) end end -- Example of tracking cookie milestones local function onCookiesChanged(player, cookies) for _, achievement in pairs(AchievementData.list) do if achievement.category == "milestone" and string.find(achievement.desc, "Bake") then checkAchievement(player, achievement.id, cookies) end end end -- Example of tracking critical clicks local function onCriticalClick(player) player:SetAttribute("CriticalClicks", player:GetAttribute("CriticalClicks") + 1) for _, achievement in pairs(AchievementData.list) do if achievement.id == "critical_click" then checkAchievement(player, achievement.id, 1) end end end Players.PlayerAdded:Connect(onPlayerAdded)
4. Advanced Skin System
Skin Shop Architecture
Skin Types:
Cookie Skins
Character Skins
Baker Tools
Unlock Methods:
Cookie Purchase
Earned through normal gameplay
Achievement Reward
Complete special challenges
Premium Currency
Optional real-money purchases
Skin Rarity System:
Common
Uncommon
Rare
Legendary
Skin System Implementation
Skin Data Module:
-- In a ModuleScript called "SkinData" local SkinData = {} SkinData.cookieSkins = { { id = "classic", name = "Classic Cookie", texture = "rbxassetid://123456", price = 0, rarity = "common", ownedByDefault = true }, { id = "golden", name = "Golden Cookie", texture = "rbxassetid://234567", price = 10000, rarity = "rare", unlockMethod = "purchase" }, { id = "dragon", name = "Dragon Cookie", texture = "rbxassetid://345678", unlockMethod = "achievement", achievementId = "dragon_slayer", rarity = "legendary" } } SkinData.characterSkins = { -- Similar structure for character skins } return SkinData
Skin Management System:
local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players") local SkinData = require(script.Parent.SkinData) local skinEvent = Instance.new("RemoteEvent") skinEvent.Name = "SkinEvent" skinEvent.Parent = ReplicatedStorage local playerSkins = {} local function onPlayerAdded(player) -- Initialize player's skin data playerSkins[player] = { equippedCookie = "classic", equippedCharacter = "baker", ownedSkins = {} } -- Grant default skins for _, skin in pairs(SkinData.cookieSkins) do if skin.ownedByDefault then table.insert(playerSkins[player].ownedSkins, { type = "cookie", id = skin.id }) end end -- Load saved data from DataStore -- (Implementation similar to previous data saving examples) end -- Handle skin purchases skinEvent.OnServerEvent:Connect(function(player, action, skinType, skinId) if action == "purchase" then local skin = SkinData[skinType.."Skins"][skinId] if not skin or skin.unlockMethod ~= "purchase" then return end -- Check if player can afford if player.leaderstats.Cookies.Value >= skin.price then player.leaderstats.Cookies.Value = player.leaderstats.Cookies.Value - skin.price table.insert(playerSkins[player].ownedSkins, { type = skinType, id = skinId }) -- Notify client of successful purchase skinEvent:FireClient(player, "purchased", skinType, skinId) end elseif action == "equip" then -- Check if player owns this skin local ownsSkin = false for _, ownedSkin in pairs(playerSkins[player].ownedSkins) do if ownedSkin.type == skinType and ownedSkin.id == skinId then ownsSkin = true break end end if ownsSkin then playerSkins[player]["equipped"..skinType:sub(1,1):upper()..skinType:sub(2)] = skinId skinEvent:FireClient(player, "equipped", skinType, skinId) end end end) -- Grant achievement skins local function onAchievementUnlocked(player, achievementId) for _, skin in pairs(SkinData.cookieSkins) do if skin.unlockMethod == "achievement" and skin.achievementId == achievementId then table.insert(playerSkins[player].ownedSkins, { type = "cookie", id = skin.id }) skinEvent:FireClient(player, "unlocked", "cookie", skin.id) end end end Players.PlayerAdded:Connect(onPlayerAdded)
5. Global Leaderboard with Countries
Leaderboard Features
Filtering Options:
Time Frames:
Player Badges:
Leaderboard Implementation
Country Detection:
-- Server script to detect player country local HttpService = game:GetService("HttpService") local Players = game:GetService("Players") local function getPlayerCountry(player) -- Try to get from saved data first local success, savedCountry = pcall(function() return DataStore:GetAsync("PlayerCountry_"..player.UserId) end) if success and savedCountry then return savedCountry end -- Fallback to IP detection (requires HTTP enabled) local ip = player:GetRemote("GetRemoteEvent").InvokeClient(player, "GetIP") if ip then local success, geoData = pcall(function() return HttpService:JSONDecode(HttpService:GetAsync( "http://ip-api.com/json/"..ip.."?fields=countryCode" )) end) if success and geoData.countryCode then -- Save for future sessions pcall(function() DataStore:SetAsync("PlayerCountry_"..player.UserId, geoData.countryCode) end) return geoData.countryCode end end return "Unknown" end Players.PlayerAdded:Connect(function(player) player:SetAttribute("Country", getPlayerCountry(player)) end)
Global Data Handling:
-- Using DataStores for global leaderboard local DataStoreService = game:GetService("DataStoreService") local leaderboardStore = DataStoreService:GetOrderedDataStore("GlobalLeaderboard") local function updateGlobalLeaderboard(player, cookies) -- Update all-time leaderboard pcall(function() leaderboardStore:SetAsync(tostring(player.UserId), cookies) end) -- Update daily leaderboard (with today's date as key) local today = os.date("%Y-%m-%d") local dailyKey = "daily_"..today.."_"..player.UserId pcall(function() leaderboardStore:SetAsync(dailyKey, cookies) end) end -- Function to get leaderboard data local function getLeaderboardData(scope, country) -- scope can be "alltime", "daily", "weekly", "monthly" -- country can be country code or "Global" local data = {} local keyPrefix = "" if scope == "daily" then keyPrefix = "daily_"..os.date("%Y-%m-%d").."_" elseif scope == "weekly" then -- Similar implementation for weekly end -- Get top 100 entries local success, pages = pcall(function() if country == "Global" then return leaderboardStore:GetSortedAsync(false, 100, keyPrefix) else -- Filter by country would require additional data structure -- This is a simplified version return leaderboardStore:GetSortedAsync(false, 100) end end) if success then for _, entry in ipairs(pages:GetCurrentPage()) do local userId = entry.key:gsub(keyPrefix, "") table.insert(data, { userId = userId, cookies = entry.value }) end end return data end -- Example of player data saving game.Players.PlayerRemoving:Connect(function(player) updateGlobalLeaderboard(player, player.leaderstats.Cookies.Value) end)
Complete Implementation Roadmap
Phase 1: Core Gameplay
- Basic clicking mechanic
- Auto-clicker upgrades
- Simple cookie design
- Local leaderboard
Phase 2: Progression
- Achievements system
- Skin customization
- Global leaderboard
- Country selection
Phase 3: Advanced Features
- Cookie Monster mechanic
- Special events
- Social features
- Premium currency
Optimization Checklist
Performance:
- Use ValueObjects for frequently updated values
- Limit particle effects
- Optimize DataStore calls
Security:
- Server-side validation
- Anti-exploit checks
- DataStore backup system