A player-built ability system
Players combine shapes, effects, visual mediums, and restrictions inside a point budget. Their aura type changes what each combination costs.
Twelve-week Roblox course
Design an original aura-ability game where players create their own powers, face tactical enemies, progress through a nine-map world, and duel with builds nobody pre-designed.
The complete build
One connected game, not isolated exercises
The project
NeNAdventures is an original Roblox action game built around a custom-ability creator. Every player chooses one of six aura types, then combines a shape, effects, and a visual medium. Restrictions such as longer cooldowns or limited uses return points to the build, letting players trade convenience for power.
The core game loop
What the course covers
Players combine shapes, effects, visual mediums, and restrictions inside a point budget. Their aura type changes what each combination costs.
One reusable state machine powers aggressive, cautious, opportunistic, objective-focused, and team-oriented opponents.
The project grows into nine maps, progression, contracts, mastery, PvP, original audio, onboarding, and a published game.
Each phase widens a working game. Every week ends with something another person can see and test.
Weeks 1–3
Build combat once, make it data-driven, then turn it into a working custom-ability creator.
Weeks 4–6
Playtest the creator, complete every shape and effect, then add types, mediums, and animations.
Weeks 7–9
Save player builds, add levels and tactical AI, then create the opening Trial and aura unlock.
Weeks 10–12
Add contracts, mastery, PvP, the full world, original audio, polish, and a public release.
Course curriculum
Open a week to see its outcome, build sequence, map milestone, and the demonstration that proves the work is complete.
Give the project its identity, build the first map from a real blueprint, and make the first interaction work.
Open week 1Build the data-driven combat foundation that every later ability will share.
Open week 2Turn the combat foundation into the first working custom-ability builder.
Open week 3Put the creator in front of other players, then expand it to the complete shape catalog.
Open week 4Complete the effect catalog and add an opponent that makes custom abilities matter.
Open week 5Make ability identity visible and make the six aura types mechanically different.
Open week 6Make player progress persistent and rebalance the creator using real playtest evidence.
Open week 7Use one state machine to create five opponents with recognizable tactical behavior.
Open week 8Build the opening sequence that gives the game a beginning and makes unlocking aura meaningful.
Open week 9Give players clear reasons to keep using their abilities and moving through the world.
Open week 10Connect the combat system to competitive play and finish the complete nine-map world.
Open week 11Turn the complete build into a release and learn from players outside the project.
Open week 12