Sans AU Tycoon is a Roblox fan game, focused on stretching the limits of what a tycoon can be. Players claim a base and choose what tycoon, from the different Undertale alternative universes (AUs). Each AU has a different tycoon, morphs, attacks and playstyles, alongside a
Over 3+ years working as Lead Programmer on SAUT, I designed, developed, and maintained many of the game's core systems. My work focused on creating scalable frameworks, multiplayer-safe gameplay systems, and polished game feel. I built reusable systems that allowed new content, characters, abilities, and mechanics to be added efficiently.
Designed and programmed the framework powering the game's tycoon gameplay loop. Developed systems for tycoon ownership assignment, floor-based progression tracking, object purchasing integration, money generation, collection, and player interaction.
Created an optimised and configurable dropper system that allowed developers to easily create and customise money-generating objects without rewriting core logic. Built reusable systems for handling collectors, money storage, animations, and rewards.
Developed a complete stealing mechanic where players can steal stored money from other tycoons, including money bag handling, theft detection, damage-based drop conditions, ownership tracking, recovery mechanics, and multiplayer synchronisation.
Implemented immersive gameplay feedback systems such as animated money collection, coin effects, UI displays, player highlights, and interactive world events to make tycoon interactions feel more rewarding.
Made a procedural tycoon destruction sequence that visually deconstructs bases when players leave or complete their tycoon.
Designed and developed a character morphing framework that allows players to transform into different characters while seamlessly transferring gameplay data and systems. Created the logic for detecting selected morphs, replacing player characters, preserving important player states, and assigning character-specific abilities.
Implemented automatic ability assignment based on the chosen character, including dynamic skill UI updates, ability key configuration, character-specific mechanics, and integration with the game's ability management system.
Developed a robust morphing process that handles character replacement, animation setup, tool preservation, stat transfer, camera switching, anti-cheat integration, and clean-up when players revert back to their original character.
Developed a custom animation framework designed to support different character morphs and custom rigs.
Designed and programmed a dynamic character skin selection system that allows players to cycle through unlocked character skins with animated transitions, persistent storage, and automatic loading.
Implemented progression and gamepass requirements, skin purchasing, locked skins, character previews, UI updates, and server-side validation to ensure secure unlocking and selection.
Built the system to automatically update as new characters are unlocked while maintaining persistent organisation of inactive morphs to improve performance and scalability.
Integrated support for unlockable music, progression tracking, and tycoon milestones. Designed the system to be easily expandable, allowing new characters to be added with minimal additional scripting.
Improved player experience with smooth, responsive visual feedback through UI, or interactivity displays.
Scripted a modular interaction framework for Roblox using Luau. Created a reusable system that enables NPC conversations, object interactions, branching dialogue trees, contextual prompts, and cross-platform input support across PC, mobile, and console. The framework separates interaction data from core logic, allowing designers to create new interactive objects without modifying the underlying code.
Created a modular environmental zone framework that dynamically changes the game's atmosphere as players move between areas. The system manages region-specific music, lighting, depth of field, sound effects, and battle music transitions, while ensuring seamless blending between overlapping zones and restoring default settings when areas are exited.
Designed and programmed a modular jukebox framework that allows players to customise regional and battle music throughout the game. The framework includes a complete music management system supporting progression-based unlocks, gamepass integration, music previews, playback controls, volume adjustment, seeking, dynamic UI updates, and secure server-side validation. The framework automatically tracks which areas are using each song, making it easy to manage and expand the game's soundtrack.
Scripted and created VFX for a collection of combat tools with a focus on responsiveness and game feel. Created a variety of unique attack tools including projectile-based attacks, area-of-effect abilities, and defensive structures.
Developed optimised projectile systems using custom hit detection, ray casting, overlap checks, and reusable managers to handle fast-moving attacks efficiently. Implemented ability features such as damage validation, destructible object interactions, cooldown management, hit tracking, and player state handling.
Created immersive combat feedback through animated attack sequences, particle effects, sound design, camera shake, visual indicators, and impact effects to make abilities feel more powerful and responsive.
Built a ragdoll system with support for different character types, including standard Roblox avatars and custom morphs, ensuring attacks and gameplay mechanics function consistently across different rigs.
Coded a multiplayer golf-inspired puzzle system featuring custom projectile physics, cross-platform controls, server-authoritative gameplay, dynamic visual feedback, and scalable puzzle management.
Designed and programmed a multi-stage environmental puzzle centred around growing lily pad bridges. The puzzle features collectible flowers, strategic placement mechanics, animated growth sequences, and complete reset functionality using my interactivity system for repeated gameplay.
Scripted a complete constellation framework where players use a telescope to connect stars together in the correct order to complete constellations. Developed both the client and server-side systems, including puzzle interaction, camera control, star selection, connection validation, visual effects, audio feedback, and puzzle completion handling. It can handle multiple constellations, track progress, prevent multiple players from using the same telescope simultaneously, apply player restrictions while interacting, and trigger rewards upon full completion. Ensured the system supported both keyboard/mouse and gamepad controls, including star selection and navigation, making the puzzle accessible across different input methods.