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BIAST

FINAL CHANCE

asymmetric survival horror on roblox. one killer hunts a group of survivors. survivors scavenge for items, work through objectives and use stealth to stay alive. the whole game runs in a locked 4:3 frame for a retro look. made with a team.

Roblox Luau Asymmetric Horror Team Project
killers
Distinct Kits
every killer plays different. Telamon has an aimed ranged attack with separate fire modes. Deceiver plays around parries, combos and a dash.
survivors
Survivor Tools
pick up and use items, sprint on a stamina meter, charge, and crouch to hide.
hiding
Click the Faces
hiding starts a minigame where you have to keep clicking the faces. if you cant keep up you get found.
between rounds
Lobby
shop, spectating, badges, stats, emotes, and levels with XP.
Framework
  • designed the core architecture. a modular client and server framework where every system (movement, crouch, charge, carry, UI and so on) is its own module, started through a central loader.
  • built a data driven ability system. each killer's kit is defined as data (keybind slots, cooldowns, behavior), checked before it loads, and run through shared client and server logic. new killers plug in without touching the core.
  • made movement and stamina server authoritative so sprinting, exhaustion and cooldowns can't be faked from the client.
  • built session and save handling. player settings, keybinds and layouts get validated on the server before they're stored.
Core Features (with Riley)
  • co-built the main gameplay systems with Riley. the killer kits, survivor mechanics like items, charging and the crouch and hide minigame, and the lobby features.
Mobile Support
  • built a shared touch control layout system so survivor and killer controls swap cleanly in the same spots. buttons line up with the 4:3 frame on any device, notched phones included.
  • made an in-game layout editor where players drag and resize their own buttons, saved per player.
  • added cooldown feedback. ability buttons grey out and show a countdown while they're on cooldown.
  • gave mobile its own controls with a topbar settings gear and emote button, while PC keeps its own interface.
  • tracked down and fixed a respawn bug that was silently breaking crouching on both mobile and PC.
Roblox Luau Asymmetric Multiplayer Systems Architecture Ability System Mobile UX
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