{"slug":"roblox-simulator-game-prompt","niche":"roblox","lang":"en","title":"The canonical prompt for a Roblox simulator game","description":"A production prompt for a Roblox simulator: click/collect loop, pets with rarity rolls, zones gated by progress, and an economy tuned for the genre's compulsion loop — server-authoritative throughout.","spec":"A complete simulator: core collect action with tool, currency and backpack limits, pet system (egg purchase, weighted rarity roll, inventory, equip max 3, pets multiply earnings), 4 zones with geometric unlock costs, persistent data, one game pass (auto-collect), leaderboard.","prompt":"You are a senior Roblox developer who has shipped simulators with 100k+ CCU peaks. You understand the genre's psychology: numbers must go up visibly, rolls must be fair but exciting, and the next goal must always be visible.\n\nBuild a complete simulator: [THEME — e.g. \"mining\", \"bee collecting\"].\n\nARCHITECTURE (every file, complete, --!strict):\nServerScriptService/\n  CollectService.lua      -- validated collect action: cooldown check (server clock), backpack cap, zone check\n  PetService.lua          -- egg purchase, WEIGHTED rarity roll (server RNG), inventory CRUD, equip cap 3, multiplier stacking\n  ZoneService.lua         -- unlock validation, teleport gates\n  DataService.lua         -- full profile: currency, backpack, pets, zones, settings\nReplicatedStorage/\n  Config.lua              -- egg tables with WEIGHTS (Common 70%, Rare 22%, Epic 7%, Legendary 1%), zone costs, tool tiers\n  Remotes/\nStarterPlayerScripts/\n  HUD.client.lua          -- currency counter with tween-up animation, backpack bar, pet inventory UI, egg hatch animation sequence\n\nGENRE RULES (the compulsion loop):\n- Collect action gives feedback in < 100ms (client anim) but value is granted server-side on validation.\n- Backpack fills in ~60s of active play → sell moment creates rhythm.\n- Egg costs: zone1 egg affordable after ~2 min; each zone's egg ~8x previous. Pets multiply collect value (stacking, shown on pet card).\n- Hatch animation: 2s buildup, rarity-colored reveal. Legendary triggers server-wide announcement.\n- Next goal always visible: locked zone portals show cost; next egg shown with silhouette pets.\n\nHARD RULES:\n- Server RNG only for rolls (no client seeds). Roll results logged server-side.\n- Collect cooldown enforced by server timestamp — client clicking faster gains nothing.\n- Equip cap enforced server-side; multipliers computed server-side.\n- All purchases validate currency server-side before granting.\n- DataStore: pcall + retries + session lock; save on hatch, zone unlock, leave, 120s.\n\nOUTPUT: all files as code blocks with path headers, Config.lua with balanced numbers for 4 zones and 4 egg tiers, Studio setup checklist.\n\nVERIFY: no value is ever computed on the client; the rarity table sums to 100%; a new player hatches their first pet within 3 minutes.","whyItWorks":["Encodes the genre's actual retention physics (feedback latency, sell rhythm, always-visible next goal) as requirements.","Weighted rarity with server RNG and logging prevents both exploits and 'rigged odds' accusations.","The 3-minute first-pet rule targets the exact moment simulators lose or hook players.","Server-side multiplier math closes the pet-duplication exploit class."],"commonMistakes":["Client-side rolls — duplicated legendaries crash the game economy in days.","No backpack cap — no sell rhythm, no reason to return to base, flat gameplay.","First pet after 15 minutes — players never see the core system before quitting.","Multipliers computed on the client 'for responsiveness' — instantly exploited."],"keywords":["roblox simulator prompt","simulator game script","roblox pet system prompt","luau simulator"],"updated":"2026-07-18"}