Past Work

Space Battle

Space Battle mixes wave-based encounter design with spectacle. Each wave introduces new impact points, destruction timing, and reward opportunities, culminating in a finale sequence that closes the event cleanly.

Wave-based live encounter with randomized targets, reward validation, and cleanup guards
Live Events
Case Paradise
Roblox
Updated Mar 2026
Live EventServer SystemsGameplay SyncEncounter Design

Overview

Space Battle was built like a staged multiplayer encounter. It begins with an intro setup, moves through three structured waves of meteor targets and destruction order, then finishes with a dedicated finale phase and cleanup broadcast.

Player Experience Highlights

  • -Multi-wave combat-style event structure
  • -Randomized meteor target placement for replay variation
  • -Laser destruction sequencing and escalating wave pacing
  • -Reward pickups spawned from destroyed targets

Technical Implementation

  • -Built around explicit Intro, Wave, and Finale phases
  • -Uses randomized target generation inside a defined arena radius
  • -Creates multiple collectible types and tracks them by event ID
  • -Supports pickup validation, drop expiry, and reward granting on the server
  • -Exposes event state through module attributes to support external tracking
  • -Includes snapshot support for late players joining during the event
  • -Uses cleanup broadcasts and hard run-lock logic to prevent overlapping executions

Proof And Why It Matters

  • -Strong showcase for encounter-style event design
  • -Demonstrates wave logic, randomized combat staging, and server-controlled rewards
  • -Useful as proof of building repeatable, structured live event gameplay

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