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Prompt for Claude: Roblox mode "Mow & Roll"
Copy everything below and send it to Claude together with the 6 reference photos (in the same order). "Mow & Roll" is a working title.
0. Role and working format
You are a senior Roblox developer (Luau), 3D builder and technical artist in one person. Build a complete, playable Roblox game mode: an idle/tycoon about mowing fields and rolling for combine harvesters.
If you have access to Roblox Studio, build directly in it. If not, output ready-to-run Luau scripts and say where each one goes (ServerScriptService, ReplicatedStorage, StarterPlayerScripts, etc.). The scripts must build the map, models and effects THEMSELVES at runtime.
You make ALL models, materials, effects and animations yourself, in code, from Parts. No external meshes or assets. Do not invent rbxassetids: keep sound and icon IDs in Config as empty strings; the game must work without them.
• Work in the stages from section 12. No "your code here" placeholders and no shortened code. If the answer does not fit, split it into parts and wait for me to say "continue".
• If something is not specified, make a sensible decision, add it to an assumptions list and keep going. Do not flood me with questions.
Code comments and explanations in English. All in-game text in English (as in the references).
1. References (photos in the order attached)
1. Top-down view: a world made of bricks with studs, an orange brick path across green grass, bug-like machines, white glowing chevron arrows on the ground showing the way.
2. Bright LEGO-style world: a giant brick popcorn bucket, string lights, bunting, corn, low-poly mountains and clouds, a player riding a crystal pet, an event timer at the top.
3. Map diagram (explained in section 3).
4. Wooden upgrade signs: colorful gradient cards with an icon, a name, a "before > after" value and a price button, plus a MAX state.
5. The "RollAnt" roll stand: a green pad with a sign-button in the middle, surrounded by a ring of 6 pedestals with models, colored rarity and price.
6. Sketch: the field in the center, a separate ROLL stand under it, machines driving over the field, money going up.
Match the references' style: saturated colors, bricks with studs, soft gradients, glow, string lights.
2. Core idea
1. Start: the player has a scythe (Tool) and 1 field cell planted with wheat. They run around the field and mow it themselves, earning money.
2. With that money they walk up to a physical ROLL stand and roll for combines.
3. Combines drive onto the field and work for the player: they mow the crops, which grow and regrow automatically on their own. Combines periodically drive to an unload checkpoint on the base to drop off their harvest, and the player walks onto the checkpoint to collect the money. The scythe NEVER disappears and is never replaced by combines: the player always has it, can always mow with it, and upgrades it separately.
4. Money goes into new cells, better fields, upgrades, roll stands and luck. Then Rebirth and a new run with bonuses.
The first minute must be understandable without text: white glowing chevron arrows on the ground (like photo 1) lead through the chain "field -> ROLL stand -> unload checkpoint -> upgrade sign" and disappear when a step is done.
3. Map
From the diagram (photo 3): the green frame is the whole map; the 6 yellow rectangles are player bases (2 columns x 3 rows with a walkway between the columns); the blue square in the center is the Lucky Potion stall.
• Max 6 players (Players.MaxPlayers = 6). A joining player gets a free base; when they leave, the base is fully cleared and freed.
• On each base: a 3x3 field (cell ~ 24x24 studs); an unload checkpoint next to the field where combines unload harvested crops and the player collects the money; below the field (as in the sketch, photo 6) a row of ROLL stands (up to 6); upgrade signs on the side; the Rebirth altar; a spawn; an owner name sign above the base (like the "...'s Home" in photo 2). Right-hand bases mirror the left-hand ones. Other players' bases can be viewed but not controlled.
• Orange brick paths (photo 1) connect the bases to the center, with a small plaza around the stall.
• Edge decor in the style of photo 2: brick mountains, trees, corn, clouds, string lights, bunting, fences. Pick the dimensions yourself.
4. Field, plants and mowing
• The field is a 3x3 grid of cells, unlocked one by one (1 -> 9) with money from mowing. A locked cell is a fenced patch of bare dirt with its price on a sign. Unlock animation: bricks assemble into the cell one by one with a spring, and grass spreads outward.
• Each cell holds a grid of plants (for example 8x8). A plant = 1-3 Parts in the brick style; no more than about 3000 parts per base.
• Resolve mowing on the server with grid-coordinate math (no Touched events and no raycast per plant). Crops grow by themselves: a mowed plant breaks into brick particles and then regrows automatically on its own (bottom to top, with a slight overshoot).
• Money per plant = field price * all multipliers (upgrades, Rebirth, potions).
Combine mechanics & Unload Checkpoint:
• There is only ONE type of machine in the game: the Combine. Do not add tractors, plows, or collectors.
• Combines drive across the field in a snake pattern with smooth arcs, mowing plants and accumulating harvest value, and never pass through each other. Logic runs on the server; smoothness comes from tweening/CFrame interpolation.
• When a combine finishes a pass or fills its capacity, it drives to the base's Unload Checkpoint, unloads the harvested value into the checkpoint (with a visual unload effect and a BillboardGui showing accumulated cash), and returns to the field to keep mowing.
• The player steps onto the Unload Checkpoint pad to collect all accumulated money (with a satisfying collection effect and floating "+$..." popup).
• Combine cap: 2 per unlocked cell (max 18). If a roll exceeds the cap, the weakest combine is automatically sold for money.
5. ROLL stand and machinery
A physical stand, NOT UI (photos 5 and 6): a pad with a "ROLL" sign-button in the middle (ProximityPrompt, must work on phones), surrounded by a ring of 6 pedestals with combine models, a colored rarity label and a sell price.
Roll animation (~3 s, smooth): a highlight runs around the pedestals like a roulette, slows down and stops on the winning model. The winner rises and spins, with a flash, a vertical beam in the rarity color, brick confetti and a popup like "Epic Turbo Combine!". Then the combine rolls off the stand and drives along the path to the field. Only the server decides the result.
Roll price lives in Config: the first roll costs about $150 (affordable after 30-60 seconds of manual mowing) and grows smoothly after that.
Rarity | Chance (before luck) | Combines (at least 3 per rarity)
Common (gray) | 55% | Mini Combine, Garden Harvester, Rusty Combine
Rare (blue) | 25% | Farm Combine, Field Reaper, Twin Harvester
Epic (purple) | 12% | Turbo Combine, Heavy Harvester, Cyber Reaper
Legendary (orange) | 5% | Golden Harvester, Crystal Combine, Royal Reaper
Mythic (red-pink) | 2.5% | Rocket Combine, Train Harvester, Inferno Combine
Celestial (cyan-rainbow) | 0.5% | Star Harvester, Cosmic Combine, Galaxy Reaper
Each combine has speed, mowing width, capacity and income multiplier (all in Config); higher rarity is strictly stronger. Luck shifts the weights toward rarer results. Every combine looks unique; rarity effects: Legendary - gold sparks, Mythic - fire trail, Celestial - stardust and a halo.
Stands: start with 1, then buy up to 4 with money (guideline: $25K, $2.5M, $250M). A gamepass "+2 Roll Stands" (149 Robux) adds 2 more, for 6 in total. Locked stands stand on the base with a lock and a sign; gamepass stands show an R$ icon and purchase through MarketplaceService:PromptGamePassPurchase (ID in Config). Every stand rolls independently: more stands = more parallel rolls.
6. Upgrade signs (photo 4)
Wooden signs built from bricks with metal brackets and a string of lights. Card: colored gradient, icon, name, "before > after" value, a price button in K/M/B/T/Qa format, and a MAX state. Purchase by tap or ProximityPrompt (PC, phone, console). Animation: the button presses in and springs back, a flash, and the price number rolls over. Prices grow exponentially (formulas in Config).
• Cells: field cells 1-9. Prices for cells 2-9: $1K, $25K, $500K, $10M, $250M, $5B, $150B, $5T.
• Field Type: the crop on the field, 10 levels (section 7).
• Mow Speed: how fast combines mow.
• Machine Speed: how fast combines drive.
• Harvest Value: multiplier on money per harvest.
• Scythe Power: upgrades the scythe in the player's hands (swing speed and radius) so mowing by hand gets faster too. The scythe's look changes by tier (Wooden -> Iron -> Golden -> Crystal -> Magic -> Celestial) inside the same Tool.
• Roll Luck: roll luck (like Egg Luck in photo 4).
• Roll Stands: roll stands 1-4 (MAX) plus the gamepass locks.
7. Fields (Field Type)
# | Field | Rarity | Price | Income | What grows / notes
1 | Wheat | Common | free | x1 | golden ears
2 | Rapeseed | Common | $2.5K | x2.5 | yellow flowers, petals on cut
3 | Corn | Uncommon | $100K | x6 | tall stalks and cobs like photo 2
4 | Magic Wheat | Rare | $5M | x15 | blue-violet glow, sparks
5 | Orchard Trees | Rare | $250M | x40 | brick trunk and crown, apples
6 | Magic Trees | Epic | $15B | x120 | glowing crown, fireflies
7 | Crystal Bushes | Epic | $1T | x400 | shimmering crystals, chime
8 | Inferno Bushes | Legendary | $75T | x1.5K | lava Neon, embers
9 | Celestial Bushes | Mythic | $5Qa | x6K | stardust, rainbow glow
10 | World Tree | Celestial | $500Qa | x25K | giant tree, golden crown, halo
Prices and multipliers are starting guidelines. Tune the balance so that field #2 unlocks after 3-5 minutes of play, all 9 cells plus field #6 take roughly an hour, and the first Rebirth comes at 1-1.5 hours. Trees and bushes have durability and fall in 2-3 scythe hits or combine passes, which naturally pushes the player to upgrade the scythe and combines.
8. Rebirth
An altar on the base (a brick fountain or portal with rings and a counter above it).
• Requirement: all 9 cells unlocked, field #7 or higher, and $1T * 4^N money (N = rebirths already done).
• Each rebirth gives: +2% roll luck, +20% money, +10% to the number of plants mowed (a wider sweep and more yield per swing and per combine pass).
• Resets: money, cells (-> 1), field type (-> Wheat), field and combine upgrades, all combines, uncollected checkpoint money.
• Keeps: Rebirth count and bonuses, gamepasses, the scythe and its upgrades, roll stand count, stats.
• Effect: the base smoothly breaks into bricks and reassembles, with a shockwave, a flash and a "REBIRTH x N" banner.
9. Lucky Potion stall (map center)
A brick kiosk with a shelf of bottles (built from Parts): glow and bubbles.
• Potions: Double Money 30s and Double Money 60s: x2 money for 30-60 seconds. Define a Lucky Potion (roll luck) in Config but leave it disabled.
• The potion stock restocks every 5 minutes (a sign above the stall, "Restock in M:SS", like the timer in photo 2). Each player has their own stock per cycle (for example 2 of each), then "Sold out".
• Potion price is dynamic: roughly N minutes of the player's current income, so it stays relevant at any stage.
• Active potion: an icon with a timer in the HUD and bubbles around the player. Identical potions do not stack; they extend the time.
10. Style, models, effects, animations
• Material: Plastic with studs on top faces (TopSurface = Studs, or a Texture with studs if that is more reliable). Large surfaces are one tiled part, not thousands of 1x1 bricks.
• Palette: saturated grass, orange paths, sand bricks, red-and-white stripes, wood with metal.
• Lighting: bright daytime, Atmosphere with light haze, Bloom, ColorCorrection (slightly higher saturation), SunRays, soft shadows, blue sky, low-poly clouds and brick mountains in the distance.
• Effects: Neon + PointLight, ParticleEmitter (sparks, dust from wheels, plant debris, brick confetti, unload particles at the checkpoint), Trails on the scythe and combines, rarity beams, floating "+$1.2K" popups (BillboardGui: smooth rise + fade).
• Animations: only smooth ones, all through TweenService (Sine/Quad/Back/Elastic), no abrupt teleports. Needed: scythe swing (procedural via Motor6D/Grip, no external Animation IDs), plant cut and automatic regrowth, combine spawn, drive-off and unloading at the checkpoint, roll roulette, button and card presses, cell unlock, Rebirth, spinning reels/blades/wheels on combines, gently swaying signs and string lights.
• Build the models yourself so they look assembled from bricks: 10 plant types, 18 combines, 6 scythe tiers, roll stand, unload checkpoint, signs, altar, stall, base, decor. Every model has a PrimaryPart and clear names; use one Builder library with helpers (brick, plate, wheel, etc.) for a consistent look.
• Minimal HUD (money, Rebirth, active potions) in the same style: rounded corners, gradients, thick text outline (UIStroke), FredokaOne font.
11. Technical requirements
• Structure: ModuleScripts and one Config with all prices, chances, multipliers and IDs.
• The server is the single source of truth (money, checkpoint balance, rolls, purchases, mowing). The client handles only UI and visuals.
• Remotes: validate all incoming data, rate-limit, never trust the client.
• Saving: DataStore with retries, autosave every 60 s, save on leave and in BindToClose, a data schema version; do not crash in Studio when the API is unavailable (pcall).
• Big numbers: formatting K/M/B/T/Qa/Qi.
• Phone first: every action through tap or ProximityPrompt, scalable UI.
• Performance: StreamingEnabled-friendly, part and particle limits, object pools, CanCollide/CanQuery/CastShadow = false on small parts, no heavy per-frame loops.
• Modern API: task.wait/task.spawn; no wait()/spawn()/BodyMovers. If you are unsure about an API, choose a reliable approach and do not invent anything.
12. Stages and definition of done
After each stage: full code, how to test it, what comes next. The next stage starts after I say "continue".
1. Plan, assumptions, script structure, full Config.
2. World: map, 6 bases, lighting, decor, paths, chevron hints.
3. 3x3 field, self-regrowing plants, scythe, mowing, money, HUD, saving.
4. ROLL stands, 18 combines, combine automation, unload checkpoint mechanic, gamepass.
5. Upgrade signs: cells, field types, scythe, luck, stands.
6. Potion stall, Rebirth, final polish of effects and animations, testing checklist.
Done when: a new player mows, rolls the first combine, sees it mow and unload at the checkpoint, and collects the money within 2 minutes; 6 players with full machinery run without lag or errors in Output; everything looks like one brick world; animations are smooth; progress saves.