dorywoof.online - Roblox Studio
portfolio.lua commissions.md

1local dorywoof = require(ServerScriptService.Portfolio)

I script the fights your players actually feel.

Combo combat with real hitstop, full ability frameworks and readable enemy AI in modern Luau. Validated on the server, nothing exploitable from the client.

0ability handlers, one framework
0movement states in one controller
0level progression curve
0client-trusted damage calls

24local CombatService = {} served from PROJECT HXH, built solo

Combat that reads like an action game

SYSTEM RENDER / REAL PARAMETERS

A four-hit M1 combo. The client only asks. Every hit is resolved on the server.

  • Combo chain 12 / 12 / 14 / 22 with finisher knockback
  • Spatial hit detection: GetPartBoundsInBox, 15 stud range cap
  • 0.18s server-side rate limit per swing
  • Hitstop through velocity dampening, never WalkSpeed
  • Block state replicated and checked before damage

61local NenService = {} 18 handlers, 6 classes, one service

An ability framework that scales

SYSTEM RENDER / REAL PARAMETERS

Six ability classes, three keybinds each: eighteen handlers running through one service, so adding class number seven is data, not rewrites.

  • Costs and cooldowns validated server-side, per player
  • AoE resolution via GetPartBoundsInRadius
  • Timed buffs and debuffs with guaranteed cleanup
  • Roots, slows, drains, teleports, multi-hit barrages
  • XP hooks on every confirmed hit

97local EnemyAI = {} patrol, aggro, chase, attack, leash

Enemies that behave like they were designed

SYSTEM RENDER / AI BEHAVIOR

A server-side state machine drives patrol, aggro, pursuit and telegraphed attacks players can actually read and dodge.

  • Patrol, aggro, chase, attack, leash: explicit states
  • Aggro and attack ranges as tunable data
  • Telegraphed windups, dodgeable by design
  • Damage routed through the same combat service
  • XP drops hook into progression on kill

!warn("Also: movement tech, parkour state machines, progression systems and more. Ask for demos.")

132local places = { games I have scripted on

Experience

Anime Adventures

Full tower defense stack: trait and evolution systems, enemy waves and pathing, unit targeting and placement, damage and upgrade balancing

TOWER DEFENSE Scripter

Project Mugetsu

Core RPG components: ability kits, transformation and progression systems, damage pipeline, status effects, server-side validation

ACTION RPG Scripter

Project Slayers

Core RPG components: combat systems, classes and skill trees, boss mechanics, buffs and debuffs, stat scaling

OPEN-WORLD RPG Scripter

Project HXH

Every system in the game, solo: combat, nen ability framework, movement tech, progression

ACTION RPG Full systems / solo

+ many more

Commission work on private and unreleased titles. Ask for specifics

COMMISSIONS Private

178}

180local principles = { how I script, not preferences

How I script

"server_authority"

Damage, costs, cooldowns and hit validation live on the server. Remotes are requests, never commands, with rate limits and range caps on every one.

"modern_luau"

Current syntax, typed where it pays off, zero deprecated APIs. Config tables at the top of every script so balancing never means digging through logic.

"game_feel_first"

Hitstop, camera springs, knockback curves, afterimages. Combat that feels heavy because the physics say so: velocity driven, no WalkSpeed shortcuts.

"state_machines"

Movement, combos and ability phases run as explicit states with owned transitions. No boolean soup, no ghost states, no stuck characters.

"data_driven"

Stats, multipliers and a 100-level XP curve defined in module data. New content is a table entry; tuning is a number change.

"performance"

Event-driven systems, no polling loops. Cleanup is guaranteed: every buff, hitbox and connection has an owner and a lifetime.

214}

216function Commission(yourGame) how a commission runs

Process & FAQ

  1. Scope

    You describe the system and the feel you want. Reference clips welcome. I come back with a fixed scope and a timeline.

  2. Prototype

    A playable core lands first: the combo, the ability, the movement state. You test the feel before anything gets polished.

  3. Iterate

    Tuning passes on numbers, timing and effects until it plays right. Balance lives in config tables, so changes are fast.

  4. Ship

    Clean handover: organized services, config documentation, and a walkthrough of every system I built for you.

Do I get the full source code?

Yes. Everything I write for you is yours: organized, config-driven modern Luau you can extend without me.

Can you work inside an existing codebase?

Yes. Refactors and system rewrites in live games are part of what I do. I match your structure or fix it, your call.

Is your work exploit-safe?

Every remote is validated server-side: rate limits, range caps, cost checks, cooldowns. The client never decides damage.

How do payments work?

50% upfront and 50% on delivery, or 100% upfront. Your choice. I do not start on pay-after-delivery terms; the upfront half is what locks your slot.

252end

254local vouches = {} client words, pasted as written

Vouches

Fresh page, fresh slate: client vouches land here as they come in.

Want references or live demos before committing? Ask on Discord.

Currently open for: combat systems, ability kits, movement tech, system refactors

LAUNCH OFFER: first 3 commissions at a reduced rate. An honest vouch afterwards is the deal.