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