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Light Sword

Rahul Hathwar - 2025-01-01 - Customizable Weapon System with Modular Combat Mechanics

Project Overview

A vibrant, feature-rich light sword weapon system for Roblox that combines visual spectacle with solid gameplay mechanics. While simple in appearance, the implementation demonstrates efficient game systems architecture, customization frameworks, and performance optimization for mobile devices.

Tech Stack:

  • Roblox's Reality Engine
  • Luau (typed Lua variant)
  • Particle systems
  • Animation integration
  • Event-driven combat system

Project Philosophy

It's bright, it's colorful, it's a light sword! While simple it may look, it has many features enabling customization, modular gameplay, and more while being optimal.

The design philosophy prioritized:

  • Customization: Players can personalize their weapon
  • Modularity: Easy to extend with new abilities
  • Performance: Runs smoothly on mobile devices
  • Feedback: Clear visual/audio responses to actions
  • Balance: Skill-based combat with counterplay

Core Features

Combat System

Slashing Mechanics: The primary attack features a combo system:

  • Three-hit combo: Light → Medium → Heavy attacks
  • Timing windows: Chaining attacks requires rhythm
  • Damage scaling: Each hit in combo deals more damage
  • Cooldown system: Prevents spam, rewards precision
  • Hit detection: Spatial queries for accurate collision

Blocking System: Defensive gameplay with strategic depth:

  • Active blocking: Hold button to raise guard
  • Stamina system: Limited block duration
  • Damage reduction: 80% damage mitigation when blocking
  • Block stun: Brief vulnerability after block breaks
  • Parry window: Perfect timing reflects attacks

Timing System: Precision-based mechanics reward skilled players:

  • Attack windows: Brief periods when attacks can connect
  • Recovery frames: Vulnerability after attacking
  • Invincibility frames: Brief immunity during dodges
  • Cooldown management: Balance between offense and defense

Customization System

Blade Color Modification: Dynamic RGB color system:

function SetBladeColor(r, g, b)
    blade.Color = Color3.new(r/255, g/255, b/255)
    trail.Color = ColorSequence.new(blade.Color)
    particles.Color = ColorSequence.new(blade.Color)
    glow.Color = blade.Color
end

Visual Effects:

  • Trail system: Motion blur effect during swings
  • Particle emitters: Sparks and energy effects
  • Glow overlay: Dynamic lighting on blade
  • Impact effects: Particles on successful hits
  • Swing arcs: Visual feedback for attack range

Customization Options:

  • Blade color (RGB picker)
  • Trail length and thickness
  • Particle intensity
  • Sound effects volume
  • Attack speed (balanced presets)

Design Challenges

Challenge 1: Animation Integration

Problem: Sword animations weren't created by me; needed to integrate third-party animations seamlessly.

Solution:

  • Animation state machine for transitions
  • Event markers for attack timing
  • Blend times for smooth switches
  • Animation priority system
  • Fallback animations if assets missing

Challenge 2: Hit Detection Accuracy

Problem: Fast swings missed targets due to discrete collision checks.

Solution:

  • Continuous collision detection
  • Increase check frequency during attacks
  • Swept volume testing
  • Predictive hit detection
  • Generous hitboxes with skill ceiling

Challenge 3: Network Synchronization

Problem: Attacks appeared laggy for non-owners due to replication delay.

Solution:

  • Client-side prediction for visual feedback
  • Server authority for actual damage
  • Lag compensation techniques
  • Interpolation for smooth movement
  • Rollback on desyncs

Conclusion

The Light Sword project demonstrates that "simple" doesn't mean "basic." Behind the colorful visuals and straightforward gameplay lies a carefully engineered system with:

  • Clean architecture: OOP principles for maintainability
  • Performance optimization: Mobile-first design philosophy
  • Player-centric features: Customization and skill expression
  • Modular design: Easy to extend and reuse
  • Polish: Attention to feedback and feel

This project proves that great game features come from understanding player needs, optimizing for constraints, and building systems that are both powerful and simple to use.

The modular architecture and clean code patterns established here became the foundation for subsequent weapon systems, validating the investment in doing things right from the start.

Copyright © Rahul Hathwar. All Rights Reserved.