Helliox RNG
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Helliox RNG

A Sol's RNG-style Roblox game where players click to roll for random weapons with varying rarities. Features a sophisticated RNG system with luck modifiers, comprehensive inventory management, and dynamic player stats that change based on equipped weapons.

About Helliox RNG

Beta Version - 2024

A Sol's RNG-style Roblox game where players click to roll for random weapons with varying rarities. Features a sophisticated RNG system with luck modifiers, comprehensive inventory management, and dynamic player stats that change based on equipped weapons.

As the main scripter, I developed the core game systems from scratch, learning Lua programming through tutorials and practical implementation. This was my first major scripting project, providing valuable experience in game development and system architecture.

Project Status

Beta Phase Completed

Helliox RNG reached a functional beta state with core systems implemented and tested. However, the game was never released publicly after the initial beta phase. I stopped working on the project as my services were no longer needed by the development team.

Completed Features

  • Core RNG system with luck modifiers
  • Inventory and equipment management
  • Player stats system
  • Data persistence system

Project Outcome

  • Beta phase successfully completed
  • Game never released publicly
  • Services no longer required
  • Valuable learning experience gained

Scripting

Core Game Systems

I developed the core RNG system with exponential luck modifiers, comprehensive inventory and equipment systems, player stats management, and data persistence. This was my first major scripting project where I learned Lua programming through tutorials and practical implementation.

RNG System

  • Exponential luck modifiers
  • Weighted random selection
  • Weapon validation system
  • Dynamic chance calculations

Player Systems

  • Inventory management
  • Equipment system
  • Stats modification
  • Data persistence

The Core Algorithm

The RNG system uses an innovative exponential weighting method that transforms "1 in X" chances into dynamic weights based on player luck modifiers.

Step 1: Chance Input

Each weapon has a chance value representing "1 in X" odds:

  • chance = 10 → 1 in 10 (10% chance)
  • chance = 100 → 1 in 100 (1% chance)
  • chance = 1000 → 1 in 1000 (0.1% chance)

Step 2: Luck Modification

Apply exponential adjustment using player's luck modifier:

adjustedChance = chance ^ (1 / luckModifier)
  • luckModifier = 1.0 → No change
  • luckModifier = 2.0 → Square root (better odds)
  • luckModifier = 0.5 → Square (worse odds)

Step 3: Weight Calculation

Convert adjusted chance to selection weight:

weight = 1 / adjustedChance

Why inverse? Lower chance = Higher weight (more likely to be selected)

Step 4: Random Selection

Use weighted random selection:

  1. 1. Calculate total weight of all weapons
  2. 2. Generate random number (0 to total weight)
  3. 3. Iterate through weapons, accumulate weights
  4. 4. Select weapon when cumulative weight exceeds random number

Practical Example

Common Weapon

Original: 1 in 10

With 2x Luck: 1 in 3.16

~3x better odds!

Rare Weapon

Original: 1 in 100

With 2x Luck: 1 in 10

~10x better odds!

Epic Weapon

Original: 1 in 1000

With 2x Luck: 1 in 31.6

~32x better odds!

Key Benefits

  • Exponential scaling for dramatic effects
  • Balanced progression across all rarities
  • Maintains rarity hierarchy
  • Smooth scaling with luck improvements

UI/UX Design

Temporary Beta Interface

I designed and implemented temporary UI systems for the beta version, including weapon display interfaces, rolling mechanics, inventory management, and player stats visualization. The UI was essential for showcasing all the scripting features.

Core Interfaces

  • Main rolling interface
  • Weapon display system
  • Luck modifier display
  • Rolling animations

Management Systems

  • Inventory management UI
  • Equipment interface
  • Player stats display
  • Weapon rarity indicators

Key Features

RNG System

  • • Exponential luck modifiers
  • • Weighted random selection
  • • Dynamic chance calculations
  • • Weapon rarity tiers

Player Systems

  • • Inventory management
  • • Equipment system
  • • Dynamic stats
  • • Data persistence

Progression

  • • Weapon collection
  • • Luck progression
  • • Stats improvement
  • • Achievement tracking

Learning Experience

First Major Scripting Project

Helliox RNG was my first major scripting project, providing invaluable experience in Lua programming and game development. I learned through tutorials and practical implementation, building systems from the ground up.

Technical Skills

  • Lua programming fundamentals
  • Game system architecture
  • Algorithm design and optimization
  • Data structure implementation

Development Process

  • Learning through tutorials
  • Practical implementation
  • System integration
  • Testing and debugging