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RanDK

@RanDK

Joined June 6th, 2026

  • 36Devlogs
  • 4Projects
  • 4Ships
  • 31Votes
I learned something new every month because i can't focus on 1 thing...
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1h 9m 7s logged

[Devlog #28]


New Content

  • Added “Aura” like particle effect when cultivating, its more like you “suck” the surrounding qi into the body.

Update

  • Update the collision system to be more robust, before theres a problem with the collision when i try adding the Aura Part inside the Player. Now it will independently calculate the spatial rather than touching.

Nothing crazy, just some cool small detail.

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2h 21m 28s logged

[Devlog #27]


New Contents

  • New Mobile Button to Cultivate
  • New Shortcut UI to press “C” to Cultivate when entering a Zone they can cultivate in.
  • New Tutorial Section to tell the player to press “C” to start cultivating and gathering qi.

Update

  • Player now can’t walk/jump when cultivating

May need to revise the button for mobile since its very basic right now

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1h 49m 4s logged

[Devlog #26]


New Content

  • Added Cultivating Animation!

Update

  • Now you have to press “C” to cultivate rather than just automatically gain Qi just by entering the Qi Zone.

Next one is to add button for mobile user, and also add UX feedback for when they’re able to press C to cultivate and when they can’t (outside zone & higher realm zone).

Oh! also adding particle/aura when player is cultivating for more satisfying feel.

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32m 39s logged

[Devlog #25]


Updates

  • Added more quests
  • Optimize NPCServiceUtils.Data JSON for NPC that gives Chained Quests.

Mostly just optimizing the json by creating a helper so that making a quest is easier and less error prone.

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3h 6m 13s logged

[Devlog #24]


New Content

  • Added Onboarding/Tutorial! I see a lot of player gets confused when they first joined the game, so now i added a tutorial on the basic of the game. That is: Cultivate, Shop, and Quest.

Im really happy with the result, i didn’t expect making the trail line to be so easy (using beam instance from roblox themself). And maybe i’ll add onboarding for fighting enemy and equipping items, but its not really neccessary (i think).

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2h 34m 39s logged

[Devlog #23]


New Content

  • Added refresh countdown on leaderboard UI.

Updates

  • Moved enemy overhead gui from server to client (not yet tested for the behaviour in multiplayer) for more personalization (point 2 is possible because of this change).
  • Dynamic enemy name color, higher realm will be colored red and cannot be attacked no matter how high your dmg is until you reach their cultivation rank.

Polishing the game :))

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1h 3m 26s logged

[Devlog #22]


New Contents

  • Added 1 more enemy, goblin.

Update

  • Remove the realm requirement in NPC Shop for buying an item (Cannot buy the item until realm req is fulfilled). The requirement now only active when trying to equip the item.
  • Fixed quest id being duplicated.

im back!! hopefully i can make some more stuff although i may not have as much free time as before. I’ll try to make some progress everyday though!


:siren-real: Try it Now :siren-real:
Game may not be up to date from the devlog
Cultivation Incremental (16+)

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Ship Changes requested

I created this Webnovel Reading Platform back in Early 2025 (Focused on Data Architecture, later creating the Frontend for User Interface and Public use). Its a fully working Platform right now, you can try it yourself!


In the Stardance event timeframe, i added one feature that is missing before, that is Volume! Volume? whats that?

A Volume is a self contained story arc compiled into a single book. While webnovels release chapters continuously, volumes group those chapters into distinct, publishable books with their own beginning, climax, and ending.

I also updated the UI to be more simple and easy to use.

Try project → See source code →
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7h 25m 24s logged

[Devlog #1]


Added volumes features for novel structure. Now there’s 2 format for novel structure, chapter only and volumes with chapters inside.

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Ship

VERSION 0.0.1

Only 16+ can play the Game currently as any other new roblox game.

I am glad to finish the essentials mechanic of the Game!
Now here is the List of Features the game have:

  • Cultivate, just stand on the existing zone (and make sure you have the required Realm) and you’ll gain Qi automatically
  • Breakthrough, the moment the top bar is full, you can breakthrough to higher realm which increases your qi gain and boost movement speed and jump a little bit.
  • Quest, you can talk to an NPC with a (!) to get the quest. After finishing a quest, you can talk to the NPC again to claim the quest rewards.
  • Battle, you can walk to enemy and you’ll automatically deal damage to them!
  • Shop, you can buy items in shopkeeper NPC with Spiritual Stones which you can get from defeating an enemy or finishing a quest.

The feature is implemented, but its very simple and “unprofessional”. Lame excuse but its really because this is my first time making game and im still learning the basics. I’ll be adding more stuff and refine the core features in the future updates!!

  • This game is made for the love of the game and genre :)
  • 21 devlogs
  • 73h
  • 13.89x multiplier
  • 991 Stardust
Try project → See source code →
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52m 45s logged

[Devlog #21]


Updates

  • Added a proper README.
  • Fixed some minor bugs.

The next devlog will be for a published Game :yay: .
Its not a professional Roblox game, but its my learning process from 0 to this. So i appreciate any type of critics and feedback for me to develop this game furthur, because i really love these type of games. So im literally making my dream game here! But its still lacking to my vision because of my lack of time and skills.

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36m 53s logged

[Devlog #20]


Update

  • Added 1 more quest

New Assets

  • Added Game Icon and Thumbnail

Spent most of my time on figma designing the Icon and Thumbnail of the game, but the time is not getting tracked because i use the app instead from web :bruh: .

Not yet released, but i’ll be testing it first with a few friends first and maybe add some feature because ngl it feels bland right now, but maybe its just my opinion. So to get some feedback, ill be testing it with my friends tommorow and maybe catch some multiplayer bugs that i couldn’t find when playing alone. I really don’t want to publish a boring game, but the time is ticking and im getting more and more busy this month. :rawr:

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18m 16s logged

[Devlog #19]


Update

  • New UI for Leaderboard!

I’ll be polishing the game (for real) and release the first version tommorow (hopefully)… Im getting really busy :sadge:

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3h 33m 52s logged

[Devlog #18]


New Content

  • Added Qi Mult Counter when entered a Zone. The fire has animation :happy:
  • Added Leaderboard. (UI is In Progress).

Spent most of my time making UI Animation using sprite sheet and integrate DataStoreService for leaderboard

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23m 52s logged

[Devlog #17]


Update

  • Make the Breakthrough bar slimmer and more compact.

Im kinda busy today and havent done anything yet, so im just improving the ui a little bit. Also i wanna add a Current Qi Multiplier Counter at the Top Right Corner of the screen using the fire gif.

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4h 22m 49s logged

[Devlog #16]


New Content

  • Added 5 new Items you can buy.

Updates

  • Implemented the Functionality of the NPC Shop. You can now buy items here.
  • Updated the Shop UI, now it looks better compared to previous version.

Spent most of my times debugging the UI since i reuse the modal component that the main menu uses. So yea, i integrate the npc shop inside it and that creates a lot of bugs and conflict :fah: . Well i fixed all the bug i found so thats good. Now that the main features is done the next step is to polish the map and adding the game content (More NPC, Quest & Items) :happy:

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1h 29m 54s logged

[Devlog #15]


Update

  • Added UI for NPC Shop

Spent all of my time designing the UI… i still dont like the yellow box, but it’ll do for now. Next i’ll be making it dynamic and functionable.

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Open comments for this post

2h 14m 42s logged

[Devlog #14]


New Content

  • Added Shop NPC (no functionality yet)

Updates

  • Enemy now drops Spiritual Stones

Bugfixes & Refactor

  • Fix Quest bug, it needs some nil value check protection.
  • Fix Zone bug when player quit/disconnect, have to stop a task gracefully when the player disconnect.
  • Refactor Inventory UI Component to use useMemo and make the Item Display Panel its own component.
  • Zone Detection now only detect the user HumanoidRootPart for reliability and no jittery detection.

No major progress today, just bugfixing and refactoring. I think im getting close to finishing the main loop of the gameplay. Cultivate -> Breakthrough -> Fight stronger enemy -> Buy better item in shop -> Cultivate -> Repeat.

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4h 34m 17s logged

[Devlog #13]


New Contents

  • Added Marks for NPC with Quest
  • Combat and Enemy! (Its partially done)

The combat is still barebone, you get close to the enemy, the enemy got damaged by 1, when its hp is 0, it’ll add to the player totalEnemyKilled +1. Thats the current implementation. I will polish the combat feature and integrate it with the quest feature so that it tracks the amount of “enemy” killed.

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2h 32m 20s logged

[Devlog #12]


New Content

  • Added Spiritual Stone. a new currency with no functionality yet. I’ll be adding shop that uses Spiritual Stone as the currency.

Updates

  • Now, completing a quest gives reward. Currently, you can get spiritual stones or items from quests.
  • Added Notification Badge in the inventory button UI for when player get a new item.
  • Remodeled the Old Man to Mysterious Being.

Next i’ll polish the npc interaction more by adding a “❓” for npc with quest, and “❗” for a finished quest. And maybe start building the next feature, that is herb collection/fighting enemy.

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