Create a Roblox fighting or PvP game with AI
In a fighting game the smallest imprecision costs: the player who loses must understand why. Two requirements dominate everything else — the readability of the fight and the authority of the server.
What makes a good combat & pvp
Every hit is readable
A clear wind-up, a visible hitbox, a distinct hit sound. If the losing player cannot tell what hit them, they blame the game and leave.
Balance a small roster first
Three well-tuned weapons or classes beat fifteen that nobody has tested against each other.
Rounds give the fight a structure
A lobby, a countdown, a match with an end condition, a scoreboard. Without rounds, a PvP map is just a place where people get killed while loading.
The systems to write
- Combat — Attacks with server-side validation of range, cooldown and damage.
- Rounds — Lobby, countdown, match state, end condition and results.
- Teams and spawns — Balanced teams and protected spawn points.
- Leaderboard — Kills, wins and streaks, stored on the server.
Common pitfalls
Combat remotes have no rate limit.
Cooldowns and per-player rate limits on the server. A remote fired a hundred times a second must be dropped, not applied.
Players respawn in the middle of enemies.
Protected spawn zones with a few seconds of invulnerability, away from the fight.
What Nemesis builds for a combat & pvp
Nemesis builds the arena with protected spawns, writes a server-authoritative combat service with cooldowns and rate limits, the round system and the leaderboard, then runs a playtest to check that a round starts, resolves and records its results without errors.
Visual direction enforced by the quality check: high contrast: players and hits read instantly against the arena.
Frequently asked
How does Nemesis handle cheating?
By design rather than by detection: the server decides every hit, every cooldown and every score. A modified client can only ask; it cannot apply.
Can I add abilities and effects?
Yes. Abilities are added as server-validated actions with their own cooldowns, and visual effects are placed on the client. Start with a small set and grow it once the fights feel fair.