A fully-featured, production-published Roblox game built solo from scratch in Luau.
Designed, developed, balanced, deployed and marketed by one developer.
Dragon RNG Genetic Supremacy is a dragon collection & combat game published on Roblox.
Players hatch dragons from tiered eggs, build genetics through a trait system, progress through zones by defeating enemies, and compete on a weekly leaderboard.
The project covers the full game development lifecycle: game design documents → architecture → implementation → balancing → UI/UX → playtesting → publishing → paid advertising → analytics.
| System | Description |
|---|---|
| Dragon Hatching | 7 egg tiers (T1–T7), 11 rarities, Chase secret rarity, near-miss pity system |
| Genetic Traits | Roll random traits onto dragons from a weighted pool (Chronos, Collector, Supreme Genesis…) |
| Rebirth / Prestige | Prestige system: resets progress in exchange for permanent luck bonuses and Raid access |
| Clicker Combat | Zone-based static NPCs — click to deal damage, configurable per-NPC stats and zones |
| Raid Boss | Server-wide shared boss spawning every 4 hours UTC with shield mechanics |
| Weekly Leaderboard | Physical in-world scoreboard, auto-resets weekly, offline reward queue via DataStore |
| Dragon Book | Discoverable collection encyclopedia with set completion rewards |
| Daily Quests | Auto-resetting quest system with configurable goals and TraitCrystal rewards |
| Shop & Gamepasses | Gem shop with items and 4 gamepasses (TripleHatch, OctoHatch, FastHatch, ExtraSlots200) |
| Starter Pack | One-time discounted pack for new players |
| Tutorial | 4-step guided tutorial with mid-step and completion rewards |
| Zone Atmosphere | Dynamic skybox / fog / ambient lighting swap per zone |
| Dragon Followers | Equipped dragons follow the player in-world with rarity color labels and rainbow animation for Chase |
| Dragon XP System | Per-dragon XP gain from combat with level-up rewards |
| Boosts & Consumables | Luck potions, XP potions, Genetic Lock items |
| Moderation Commands | Full in-game mod/admin command system for live testing and player support |
- Engine: Roblox Studio / Roblox Engine
- Language: Luau (Roblox's type-annotated Lua variant)
- Toolchain: Rojo 7 — syncs
src/to Roblox's service tree during development - Version control: Git + GitHub
Client-Server separation
All game logic runs on the server. The client holds only a local cache of player data (PlayerDataController) populated by the server — no gameplay-critical state lives on the client.
Data replication with throttling
DataReplicationManager sends a full snapshot on join, then batches partial updates every 100 ms to avoid RemoteEvent spam. Each system calls SendPartialUpdate with only the fields it changes.
Custom profile service
SimpleProfileService wraps DataStoreService with automatic retry (exponential backoff up to 3 attempts), session locking, auto-save every 5 minutes, and graceful shutdown save on BindToClose.
Atomic data migration
MigratePlayerData runs on every login and brings older player profiles up to the current schema without data loss.
Production-safe loading
All workspace/PlayerGui access uses WaitForChild chains with explicit timeouts instead of task.wait(N) delays — critical for CDN-loaded production servers (5–30 s world load) vs. Studio (instant local load).
Offline reward queue
Weekly leaderboard rewards for players who disconnected before the weekly reset are queued in a separate DataStore (WeeklyLBPending_v1) and delivered the next time they join.
src/
├── client/ # StarterPlayerScripts
│ ├── Controllers/
│ │ ├── PlayerDataController # Local data cache + update pipeline
│ │ ├── ClickerCombatController
│ │ ├── DragonEquipManager
│ │ └── NPCClickHandler
│ ├── Modules/
│ │ └── DragonFollowerManager # In-world dragon followers + rainbow animation
│ └── UI/
│ ├── CurrencyDisplayManager
│ ├── CombatUI / CombatNPCUI
│ ├── DragonBookUI
│ ├── DragonEquipUI
│ ├── HatcheryUI
│ ├── ShopController
│ ├── UpgradeController
│ └── WeeklyLeaderboardUI
│
├── server/ # ServerScriptService
│ ├── Combat/
│ │ ├── ClickerCombatManager # Damage, kills, XP, coin rewards
│ │ ├── NPCSpawner # Spawn config, respawn loop
│ │ └── NPCInitializer
│ ├── Data/
│ │ ├── PlayerDataManager # All player data mutations
│ │ ├── SimpleProfileService # DataStore wrapper with retry/session lock
│ │ └── DefaultPlayerData # New-player data template
│ ├── Services/
│ │ ├── HatcheryService # RNG, pity, near-miss, egg opening
│ │ ├── DragonService
│ │ ├── RebirthService
│ │ ├── TutorialService
│ │ ├── WeeklyLeaderboardService
│ │ ├── RaidBossService
│ │ ├── DragonBookService
│ │ └── UpgradeService # Trait rolling, gem purchases
│ └── Systems/
│ ├── DataReplicationManager # Full/partial data sync to client
│ ├── DragonEquipManager
│ ├── QuestManager
│ └── ZoneManager
│
└── shared/ # ReplicatedStorage — accessed by both sides
└── Config/
├── DragonDatabase # All dragon definitions (id, name, stats, model)
├── EggConfig # Odds tables per egg tier
├── TraitDatabase # Trait pool with weighted rarities
├── RarityConfig # Rarity ordering, colors, rainbow flag
├── GameConfig # Global constants (save interval, XP curve…)
└── ShopConfig # Shop items, prices, daily trait config
Fotos modelos dragones/ # Reference photos for all dragon visual designs
│ T1/ T2/ T3/ T4/ T5/ T6/ T7/
│ Supremos/ Eventos/ Huevos/ Decoraciones/
Modelos 3d dragones/ # Source 3D model files per tier and category
│ T1/ T2/ T3/ T4/ T5/ T6/ T7/
│ Supremos/ Eventos/ Decoraciones/ Decoraciones 2/
A full library of internal design documents was maintained throughout development:
| Document | Contents |
|---|---|
DRAGON_DATABASE.md |
Complete stat sheet for every dragon (HP, damage, XP, coins, zones) |
GENETIC_MANIFEST.md |
Genetics system design: trait probabilities, rarity weights, roll mechanics |
CONFIGURACION_NPCS.md |
NPC spawn config, per-zone balance, health and damage tables |
CURRENCY_STATUS_XP_SYSTEM.md |
Economy design: Scales/Gems flow, XP curves, rebirth cost model |
COMBAT_SYSTEM_ANALYSIS.md |
Combat loop analysis, damage formulas, balancing iterations |
HATCH_REBIRTH_ROADMAP.md |
Hatchery and prestige progression design |
ROADMAP_ATOMICO.md |
Sprint-level atomic task breakdown |
Pity & near-miss system
Every egg tracks a per-player pity counter persisted in DataStore. Chase rarity has a guaranteed pity after N rolls. A near-miss mechanic fires at ~90% of the Chase threshold to build tension just before the guaranteed hit — a technique used by top Roblox RNG games to spike dopamine before the reward.
11-tier rarity ladder
Common → Uncommon → Rare → Epic → Legendary → Mythical → Divine → Transcendent → Godly → Chase → Supreme
Chase dragons are intentionally omitted from the in-game odds display — they are a discovery moment, not a shown probability.
Economy design
Two currencies: Scales (soft, farmable from combat) and Gems (hard, Robux-purchased). Four gamepasses address the main friction points of the hatching loop: speed, multi-open, extra inventory slots. Soft currency sinks (traits, boosts) prevent inflation.
Weekly meta loop
The weekly leaderboard resets every Monday UTC, creating a recurring competitive goal that drives daily session return independently of new content drops.
Trait system depth
Traits introduce a secondary RNG layer on top of hatching — players invest TraitCrystals (earned through quests and the tutorial) to roll modifiers onto their dragons, providing long-term engagement beyond inventory collection.
- Published on Roblox with full metadata: icon, thumbnails, description, genre tags.
- Launched a paid advertising campaign on the Roblox Ads platform (Sponsored Experience and Portal Ad formats).
Using Roblox's analytics dashboard, the following KPIs were tracked and analyzed post-launch:
| Metric | What it measures |
|---|---|
| Impressions | Total times the game appeared in discovery surfaces (home, search, ads) |
| Clicks / CTR | Click-through rate — quality signal for icon + title creative |
| Visits | Total play sessions started |
| New users | First-time players — measures acquisition effectiveness |
| D1 retention | % of players returning the next day — quality of first session |
| D7 retention | % of players returning after 7 days — core loop strength |
| Average session length | Time spent per session |
| Payer conversion rate | % of players who made a purchase |
| Revenue (Robux) | Total monetization output |
Key levers identified for future iteration: improving D1 retention through a stronger first-session experience, iterating on ad creative to improve CTR, and deepening mid-game content to support D7 retention.
- New egg tiers and dragon sets — T8+ with new visual themes and exclusive traits
- Seasonal events — Halloween, Christmas, Summer with limited-time dragons and cosmetics
- Weekly update cadence — 50-week content calendar aligned to seasonal events
- Auto-battle simulation — idle combat where equipped dragons fight automatically
- Skill Battle — active combat with player-input abilities and cooldown management
- PvP Dragon Battles — asynchronous dragon stat comparison with ELO ranking
- Battle Pass — seasonal pass with free and premium reward tracks
- Trading system — player-to-player dragon trading with rarity restrictions
- Guild / Clan system — cooperative raid events and shared leaderboards
- Creator-code / affiliate system — partner codes for Roblox content creators
- A/B test icon and title — iterate on CTR using Roblox Sponsored experiments
- Re-engagement strategy — leverage Roblox notification system for weekly reset and raid events
All rights reserved © Clemente Abarzua.
Do not copy, redistribute, or use commercially without written permission.