Realistic Dirt Bike System
Custom GTA V-inspired dirt bike system with responsive riding physics, leaning, wheelies, suspension behaviour and rider interactions. Built to feel smooth and controllable while still giving the bike a sense of weight.
I'm Juodas, a Roblox developer. Luau is my main craft - gameplay systems, NPC AI, data persistence and multiplayer features - backed by low-poly 3D modeling in Blender.
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Custom GTA V-inspired dirt bike system with responsive riding physics, leaning, wheelies, suspension behaviour and rider interactions. Built to feel smooth and controllable while still giving the bike a sense of weight.
Complete GTA-style multiplayer 8-ball pool system with aiming, cue control, turn management, solids and stripes assignment, fouls, pocket detection and full match logic. Includes custom animations and synchronized UI for both players.
Custom aircraft system with physics-based flight behaviour including lift, speed-dependent control and stalling. The plane also reacts to collisions and can be destroyed on heavy impact, including a complete crash and explosion sequence.
Custom NPC AI with line-of-sight detection, suspicion logic and state-based chasing. The NPC only reacts when it actually sees the player stealing, can lose track of the player when visual contact is broken, uses advanced pathfinding, and stops pursuit once the stolen item has been successfully secured.
Time-based global event system synchronized across every active server. Events activate at specific real-world times, allowing all players to experience the same event simultaneously regardless of which server they are playing on.
Custom NPC dialogue and quest system with objective tracking and world navigation. Quests can guide players using a floating 3D waypoint that dynamically shows where the next objective is located.
Scripted world-event cutscene triggered after completing a quest. The camera presents the environment while a bridge is constructed in real time, visually showing the player's progression instead of simply unlocking it instantly.
Complete playable Blackjack system with an NPC dealer that handles cards and manages the game automatically. Players can use actions such as Hit, Stand and Double while the system handles card values, dealer behaviour and round outcomes.
Interactive crafting system that displays required materials, owned amounts and automatically selects available ingredients. Crafting triggers a custom sequence where materials orbit and collapse into the center before revealing the completed relic and its stats.
Animated enchantment system with randomized rarity rolls and custom reveal sequences. Higher-tier Legendary, Mythic and Secret enchants each use their own unique animations and visual presentation.
Animated reward crate system where a crate drops into the world, opens and plays custom effects before revealing the player's reward. Handles the complete sequence from spawning the crate to granting the final item.
Custom case-opening system inspired by games such as CS, with randomized rewards and an animated opening sequence. Designed with its own presentation and reward flow rather than directly copying the standard case-opening format.
Custom hoverboard controller with physics-based movement and responsive steering. Designed for smooth gameplay rather than full simulation, while still giving the board natural movement and handling.
Fully interactive in-game music player with playlist controls similar to a simplified music streaming app. Players can pause, resume, skip, return to previous tracks, adjust volume and seek through the current song.
Interactive character selection showcase where players can browse between multiple characters using UI controls or keyboard input. The system smoothly switches the displayed character and allows the selected option to be confirmed.
Custom character color editor that allows players to change their body color using an interactive RGB color picker. Changes are applied directly to the character based on the exact color selected through the UI.
30 images
Individual props, objects and architectural pieces modeled in Blender - chests, machinery, structures and set dressing. Built as standalone assets with clean topology and sensible pivots so they drop straight into Studio.
8 images
A set of textured timber-frame houses built to one shared scale and material palette, including a shopfront variant. Consistent enough to line a street without every building reading as a copy.
3 images
Low-poly car models with detailed wheel and brake assemblies, built to a consistent scale so they can be rigged and driven. Silhouettes stay readable at gameplay distance.
10 images
Asset work for a large client environment covering laboratory, storage and canteen areas. Dozens of individual models built to one scale and style, from shelving and furniture down to glassware and small set dressing.
My main specialization. I build everything from small mechanics and UI functionality to larger systems: NPC AI, data systems, multiplayer mechanics, vehicles, minigames and complete gameplay features.
Blender asset creation with a focus on low-poly models. I can also work with medium-poly assets and some higher-poly models depending on the project. I'm a modeler, not a map builder - my focus is individual models, props and objects.
Supporting skills I bring in when a project needs them, rather than headline services.
Larger systems get separated into clear modules instead of being packed into oversized scripts. Naming and structure stay understandable, so the code can be edited or expanded later without becoming difficult to work with.
-- MenuController
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local MenuController = {}
local menus = {}
local locked = player:GetAttribute("CarriedName") ~= nil
function MenuController.isLocked()
return locked
end
-- handlers
function MenuController.register(name, handlers)
menus[name] = handlers
if handlers.setLocked then
handlers.setLocked(locked)
end
end
function MenuController.opened(name)
for otherName, handlers in pairs(menus) do
if otherName ~= name and handlers.close then
handlers.close()
end
end
end
local function refreshLock()
local value = player:GetAttribute("CarriedName") ~= nil
if value == locked then return end
locked = value
for _, handlers in pairs(menus) do
if handlers.setLocked then
handlers.setLocked(locked)
end
end
end
player:GetAttributeChangedSignal("CarriedName"):Connect(refreshLock)
return MenuController
I'm a 20-year-old Roblox developer who first started experimenting with Roblox Studio around 9 years ago.
I've been scripting in Luau for roughly 5 years, although with some long breaks along the way. Scripting is my strongest skill, and I'm comfortable working on anything from simple UI interactions and small mechanics to larger gameplay systems, data persistence, NPC systems, multiplayer features and other interconnected systems.
I also started working with Blender around a year ago. I mainly prefer low-poly modeling, but I can also create medium-poly assets and work with higher-poly models when needed.
I'm a 3D modeler, not a map builder. My focus is creating individual models, props, assets and objects rather than designing and building complete environments.
Reply time is usually fast. My schedule varies a lot, so I don't advertise fixed working hours - I may be online during the day, late at night or both. When I'm available, I generally respond quickly.
The easiest way to reach me is on Discord. Tell me what you're building, your budget range and your deadline, and I'll come back with a scope.
Discord: .juodas