To create a reliable health, hunger, and stamina system in Roblox, we need to carefully consider both client and server-side scripting. This ensures security while providing a responsive player experience. Our implementation follows these key principles:
Let's start by setting up the necessary components for our system.
First, create a RemoteEvent in ReplicatedStorage to handle communication:
-- Place this in a Script inside ServerScriptService
local ReplicatedStorage = game:GetService("ReplicatedStorage")
-- Create a folder for remotes if it doesn't exist
local remoteFolder = ReplicatedStorage:FindFirstChild("Remotes")
if not remoteFolder then
remoteFolder = Instance.new("Folder")
remoteFolder.Name = "Remotes"
remoteFolder.Parent = ReplicatedStorage
end
-- Create RemoteEvents for our systems
local statsRemote = Instance.new("RemoteEvent")
statsRemote.Name = "StatsUpdate"
statsRemote.Parent = remoteFolder
local actionRemote = Instance.new("RemoteEvent")
actionRemote.Name = "PlayerAction"
actionRemote.Parent = remoteFolder
The server script handles the core logic for our stat systems. Let's implement it with security in mind:
-- Server Script (place in ServerScriptService)
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
-- Get our remote events
local remotes = ReplicatedStorage:WaitForChild("Remotes")
local statsRemote = remotes:WaitForChild("StatsUpdate")
local actionRemote = remotes:WaitForChild("PlayerAction")
-- Configuration (consider moving to a ModuleScript for easier tuning)
local CONFIG = {
INITIAL_HEALTH = 100,
INITIAL_HUNGER = 100,
INITIAL_STAMINA = 100,
HUNGER_DECREASE_RATE = 1, -- How much hunger decreases per interval
HUNGER_DECREASE_INTERVAL = 5, -- In seconds
STAMINA_DECREASE_RATE = 5, -- How much stamina decreases per second when sprinting
STAMINA_REGEN_RATE = 2, -- How much stamina regenerates per second when not sprinting
HEALTH_DECREASE_RATE = 1, -- How much health decreases when hunger is at 0
HEALTH_DECREASE_INTERVAL = 2, -- In seconds
FOOD_RESTORE_AMOUNT = 25, -- How much hunger is restored by eating food
STAMINA_MIN_TO_SPRINT = 10 -- Minimum stamina required to start sprinting
}
-- Storage for players' sprint states
local playerSprinting = {}
-- Function to initialize player stats
local function setupPlayerStats(player)
-- Create a stats folder for this player
local statsFolder = Instance.new("Folder")
statsFolder.Name = "PlayerStats"
statsFolder.Parent = player
-- Create the stat values
local healthValue = Instance.new("NumberValue")
healthValue.Name = "Health"
healthValue.Value = CONFIG.INITIAL_HEALTH
healthValue.Parent = statsFolder
local hungerValue = Instance.new("NumberValue")
hungerValue.Name = "Hunger"
hungerValue.Value = CONFIG.INITIAL_HUNGER
hungerValue.Parent = statsFolder
local staminaValue = Instance.new("NumberValue")
staminaValue.Name = "Stamina"
staminaValue.Value = CONFIG.INITIAL_STAMINA
staminaValue.Parent = statsFolder
-- Initialize sprinting state
playerSprinting[player.UserId] = false
-- Notify client of initial stats
statsRemote:FireClient(player, {
Health = healthValue.Value,
Hunger = hungerValue.Value,
Stamina = staminaValue.Value
})
-- Return the stats for convenience
return healthValue, hungerValue, staminaValue
end
-- Function to manage hunger depletion
local function manageHunger(player, hungerValue, healthValue)
while player.Parent and player:FindFirstChild("PlayerStats") do
wait(CONFIG.HUNGER_DECREASE_INTERVAL)
-- Decrease hunger over time
hungerValue.Value = math.max(0, hungerValue.Value - CONFIG.HUNGER_DECREASE_RATE)
-- If hunger is at 0, start decreasing health
if hungerValue.Value <= 0 then
wait(CONFIG.HEALTH_DECREASE_INTERVAL)
healthValue.Value = math.max(0, healthValue.Value - CONFIG.HEALTH_DECREASE_RATE)
-- Handle player death if health reaches 0
if healthValue.Value <= 0 then
local character = player.Character
if character and character:FindFirstChild("Humanoid") then
character.Humanoid.Health = 0
end
end
end
-- Update client with new values
statsRemote:FireClient(player, {
Health = healthValue.Value,
Hunger = hungerValue.Value,
Stamina = player.PlayerStats.Stamina.Value
})
end
end
-- Function to manage stamina
local function manageStamina(player, staminaValue)
while player.Parent and player:FindFirstChild("PlayerStats") do
wait(0.1) -- Small interval for responsive stamina updates
if playerSprinting[player.UserId] then
-- Decrease stamina while sprinting
local decreaseAmount = CONFIG.STAMINA_DECREASE_RATE * 0.1 -- Adjust for the wait time
staminaValue.Value = math.max(0, staminaValue.Value - decreaseAmount)
-- If stamina is depleted, stop sprinting
if staminaValue.Value <= 0 then
playerSprinting[player.UserId] = false
actionRemote:FireClient(player, "StopSprint")
end
else
-- Regenerate stamina when not sprinting
local regenAmount = CONFIG.STAMINA_REGEN_RATE * 0.1 -- Adjust for the wait time
staminaValue.Value = math.min(CONFIG.INITIAL_STAMINA, staminaValue.Value + regenAmount)
end
-- Update client with new stamina value
statsRemote:FireClient(player, {
Health = player.PlayerStats.Health.Value,
Hunger = player.PlayerStats.Hunger.Value,
Stamina = staminaValue.Value
})
end
end
-- Handle player actions
actionRemote.OnServerEvent:Connect(function(player, action, ...)
local args = {...}
if not player:FindFirstChild("PlayerStats") then return end
if action == "Eat" then
-- Handle eating food
local hungerValue = player.PlayerStats:FindFirstChild("Hunger")
if hungerValue then
hungerValue.Value = math.min(CONFIG.INITIAL_HUNGER, hungerValue.Value + CONFIG.FOOD_RESTORE_AMOUNT)
-- Update client
statsRemote:FireClient(player, {
Health = player.PlayerStats.Health.Value,
Hunger = hungerValue.Value,
Stamina = player.PlayerStats.Stamina.Value
})
end
elseif action == "StartSprint" then
-- Handle sprint start
local staminaValue = player.PlayerStats:FindFirstChild("Stamina")
if staminaValue and staminaValue.Value >= CONFIG.STAMINA_MIN_TO_SPRINT then
playerSprinting[player.UserId] = true
-- Apply sprint effect to character
local character = player.Character
if character and character:FindFirstChild("Humanoid") then
character.Humanoid.WalkSpeed = 24 -- Increased walk speed for sprint
end
end
elseif action == "StopSprint" then
-- Handle sprint stop
playerSprinting[player.UserId] = false
-- Reset walk speed
local character = player.Character
if character and character:FindFirstChild("Humanoid") then
character.Humanoid.WalkSpeed = 16 -- Default walk speed
end
end
end)
-- Handle player joining
Players.PlayerAdded:Connect(function(player)
local healthValue, hungerValue, staminaValue = setupPlayerStats(player)
-- Start the management coroutines
coroutine.wrap(function() manageHunger(player, hungerValue, healthValue) end)()
coroutine.wrap(function() manageStamina(player, staminaValue) end)()
-- Handle character spawning
local function onCharacterAdded(character)
-- Link health value to character's humanoid
local humanoid = character:WaitForChild("Humanoid")
-- Set initial walk speed
humanoid.WalkSpeed = 16
-- Reset sprinting state
playerSprinting[player.UserId] = false
end
player.CharacterAdded:Connect(onCharacterAdded)
if player.Character then
onCharacterAdded(player.Character)
end
end)
-- Clean up when players leave
Players.PlayerRemoving:Connect(function(player)
playerSprinting[player.UserId] = nil
end)
The client script handles user input and displays the user interface:
-- Client Script (place in StarterPlayerScripts)
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local UserInputService = game:GetService("UserInputService")
local TweenService = game:GetService("TweenService")
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
-- Get our remote events
local remotes = ReplicatedStorage:WaitForChild("Remotes")
local statsRemote = remotes:WaitForChild("StatsUpdate")
local actionRemote = remotes:WaitForChild("PlayerAction")
-- Configuration
local isSprinting = false
local sprintKeyCode = Enum.KeyCode.LeftShift
-- Create the GUI
local function createStatsGUI()
local screenGui = Instance.new("ScreenGui")
screenGui.Name = "StatsGUI"
screenGui.ResetOnSpawn = false
screenGui.Parent = player:WaitForChild("PlayerGui")
-- Create a frame to hold our stats
local mainFrame = Instance.new("Frame")
mainFrame.Name = "StatsFrame"
mainFrame.Size = UDim2.new(0, 250, 0, 120)
mainFrame.Position = UDim2.new(0, 20, 0, 20)
mainFrame.BackgroundTransparency = 0.5
mainFrame.BackgroundColor3 = Color3.fromRGB(40, 40, 40)
mainFrame.BorderSizePixel = 2
mainFrame.BorderColor3 = Color3.fromRGB(0, 0, 0)
mainFrame.Parent = screenGui
-- Health Bar
local healthFrame = Instance.new("Frame")
healthFrame.Name = "HealthFrame"
healthFrame.Size = UDim2.new(0.9, 0, 0.2, 0)
healthFrame.Position = UDim2.new(0.05, 0, 0.15, 0)
healthFrame.BackgroundColor3 = Color3.fromRGB(200, 200, 200)
healthFrame.BorderSizePixel = 1
healthFrame.Parent = mainFrame
local healthBar = Instance.new("Frame")
healthBar.Name = "HealthBar"
healthBar.Size = UDim2.new(1, 0, 1, 0)
healthBar.BackgroundColor3 = Color3.fromRGB(255, 0, 0)
healthBar.BorderSizePixel = 0
healthBar.Parent = healthFrame
local healthLabel = Instance.new("TextLabel")
healthLabel.Name = "HealthLabel"
healthLabel.Size = UDim2.new(0, 70, 0, 20)
healthLabel.Position = UDim2.new(0.5, -35, -0.8, 0)
healthLabel.Text = "Health"
healthLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
healthLabel.BackgroundTransparency = 1
healthLabel.Font = Enum.Font.SourceSansBold
healthLabel.TextSize = 16
healthLabel.Parent = healthFrame
-- Hunger Bar
local hungerFrame = Instance.new("Frame")
hungerFrame.Name = "HungerFrame"
hungerFrame.Size = UDim2.new(0.9, 0, 0.2, 0)
hungerFrame.Position = UDim2.new(0.05, 0, 0.45, 0)
hungerFrame.BackgroundColor3 = Color3.fromRGB(200, 200, 200)
hungerFrame.BorderSizePixel = 1
hungerFrame.Parent = mainFrame
local hungerBar = Instance.new("Frame")
hungerBar.Name = "HungerBar"
hungerBar.Size = UDim2.new(1, 0, 1, 0)
hungerBar.BackgroundColor3 = Color3.fromRGB(255, 150, 0)
hungerBar.BorderSizePixel = 0
hungerBar.Parent = hungerFrame
local hungerLabel = Instance.new("TextLabel")
hungerLabel.Name = "HungerLabel"
hungerLabel.Size = UDim2.new(0, 70, 0, 20)
hungerLabel.Position = UDim2.new(0.5, -35, -0.8, 0)
hungerLabel.Text = "Hunger"
hungerLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
hungerLabel.BackgroundTransparency = 1
hungerLabel.Font = Enum.Font.SourceSansBold
hungerLabel.TextSize = 16
hungerLabel.Parent = hungerFrame
-- Stamina Bar
local staminaFrame = Instance.new("Frame")
staminaFrame.Name = "StaminaFrame"
staminaFrame.Size = UDim2.new(0.9, 0, 0.2, 0)
staminaFrame.Position = UDim2.new(0.05, 0, 0.75, 0)
staminaFrame.BackgroundColor3 = Color3.fromRGB(200, 200, 200)
staminaFrame.BorderSizePixel = 1
staminaFrame.Parent = mainFrame
local staminaBar = Instance.new("Frame")
staminaBar.Name = "StaminaBar"
staminaBar.Size = UDim2.new(1, 0, 1, 0)
staminaBar.BackgroundColor3 = Color3.fromRGB(0, 150, 255)
staminaBar.BorderSizePixel = 0
staminaBar.Parent = staminaFrame
local staminaLabel = Instance.new("TextLabel")
staminaLabel.Name = "StaminaLabel"
staminaLabel.Size = UDim2.new(0, 70, 0, 20)
staminaLabel.Position = UDim2.new(0.5, -35, -0.8, 0)
staminaLabel.Text = "Stamina"
staminaLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
staminaLabel.BackgroundTransparency = 1
staminaLabel.Font = Enum.Font.SourceSansBold
staminaLabel.TextSize = 16
staminaLabel.Parent = staminaFrame
return {
HealthBar = healthBar,
HungerBar = hungerBar,
StaminaBar = staminaBar
}
end
-- Create the GUI elements
local statsBars = createStatsGUI()
-- Function to update the GUI based on stats
local function updateStatsGUI(stats)
-- Create smooth transitions with tweens
local tweenInfo = TweenInfo.new(0.3, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)
-- Update health bar
local healthTween = TweenService:Create(statsBars.HealthBar, tweenInfo, {
Size = UDim2.new(stats.Health / 100, 0, 1, 0)
})
healthTween:Play()
-- Update hunger bar
local hungerTween = TweenService:Create(statsBars.HungerBar, tweenInfo, {
Size = UDim2.new(stats.Hunger / 100, 0, 1, 0)
})
hungerTween:Play()
-- Update stamina bar
local staminaTween = TweenService:Create(statsBars.StaminaBar, tweenInfo, {
Size = UDim2.new(stats.Stamina / 100, 0, 1, 0)
})
staminaTween:Play()
-- Update colors based on values
-- Health color (green to yellow to red)
if stats.Health > 50 then
statsBars.HealthBar.BackgroundColor3 = Color3.fromRGB(
255,
255 - (stats.Health - 50) * 5.1,
0
)
else
statsBars.HealthBar.BackgroundColor3 = Color3.fromRGB(
255,
stats.Health * 5.1,
0
)
end
end
-- Listen for stat updates from the server
statsRemote.OnClientEvent:Connect(function(stats)
updateStatsGUI(stats)
end)
-- Handle sprint input
local function handleSprintInput(input, gameProcessed)
if gameProcessed then return end
if input.KeyCode == sprintKeyCode then
if input.UserInputState == Enum.UserInputState.Begin then
isSprinting = true
actionRemote:FireServer("StartSprint")
elseif input.UserInputState == Enum.UserInputState.End then
isSprinting = false
actionRemote:FireServer("StopSprint")
end
end
end
-- Listen for remote actions from server
actionRemote.OnClientEvent:Connect(function(action)
if action == "StopSprint" then
isSprinting = false
end
end)
-- Connect input handling
UserInputService.InputBegan:Connect(handleSprintInput)
UserInputService.InputEnded:Connect(handleSprintInput)
-- Handle character respawning
player.CharacterAdded:Connect(function(newCharacter)
character = newCharacter
humanoid = character:WaitForChild("Humanoid")
-- Reset sprint state
isSprinting = false
end)
-- Example food item handling
local function createFoodToolExample()
local tool = Instance.new("Tool")
tool.Name = "Apple"
tool.RequiresHandle = true
tool.Parent = player.Backpack
local handle = Instance.new("Part")
handle.Name = "Handle"
handle.Size = Vector3.new(1, 1, 1)
handle.BrickColor = BrickColor.new("Bright red")
handle.Parent = tool
-- Add a mesh to make it look like an apple
local mesh = Instance.new("SpecialMesh")
mesh.MeshType = Enum.MeshType.Sphere
mesh.Scale = Vector3.new(0.7, 0.8, 0.7)
mesh.Parent = handle
-- When the tool is activated (clicked), eat the food
tool.Activated:Connect(function()
actionRemote:FireServer("Eat")
-- Optional: destroy the tool after use
tool:Destroy()
end)
end
-- Create a food item for testing
createFoodToolExample()
Below is a radar chart comparing the impact of different activities on player stats. This can help you understand how to balance your game mechanics:
This radar chart illustrates how different player states affect various gameplay aspects. When players are well-fed and rested, they perform optimally across all metrics. However, as their stats decline, different aspects of gameplay are affected at different rates.
When implementing health, hunger, and stamina systems, it's important to balance them for optimal gameplay. Here's a table showing how different values impact gameplay:
Stat Type | Effect When High (75-100%) | Effect When Medium (25-75%) | Effect When Low (0-25%) | Recovery Method |
---|---|---|---|---|
Health | Normal gameplay | Screen edges turn red, heartbeat sound plays | Vision blurs, movement slows by 20% | Medkits, food (if hunger > 50%), natural regeneration when well-fed |
Hunger | Health slowly regenerates | No health regeneration | Health decreases slowly, stamina regen reduced by 50% | Food items (apples, bread, cooked meat) |
Stamina | Can sprint freely, jump higher | Sprint speed reduced, can't jump as high | Cannot sprint, jump height reduced by 40% | Resting (not sprinting), energy drinks, stamina boosters |
Below is a mindmap showing how these three systems interact with each other and with other game mechanics:
This mindmap illustrates the interconnected nature of health, hunger, and stamina systems and their integration with other game mechanics. Each system impacts the others, creating a dynamic gameplay experience.
Below is a helpful video tutorial that demonstrates how to implement a hunger bar system in Roblox. This covers many of the same concepts we've discussed in our code:
This tutorial by CovertCode walks you through creating a hunger system in Roblox, which can be extended to include health and stamina as well. It covers the basics of creating the GUI elements and handling the server-side logic necessary for a secure implementation.
Here are some examples of health, hunger, and stamina bar UI designs that can be implemented in your game:
Example of a health and stamina UI design with a circular layout.
A traditional horizontal stamina bar implementation in Roblox Studio.
Screenshot from a tutorial showing a hunger bar implementation.
To save player stats between game sessions, implement data storage:
-- Add this to your server script
local DataStoreService = game:GetService("DataStoreService")
local playerStatsStore = DataStoreService:GetDataStore("PlayerStats")
-- When player joins
local function loadPlayerData(player)
local success, playerData = pcall(function()
return playerStatsStore:GetAsync(player.UserId)
end)
if success and playerData then
-- Player has existing data
player.PlayerStats.Health.Value = playerData.Health
player.PlayerStats.Hunger.Value = playerData.Hunger
player.PlayerStats.Stamina.Value = playerData.Stamina
end
end
-- When player leaves
local function savePlayerData(player)
if player:FindFirstChild("PlayerStats") then
local dataToSave = {
Health = player.PlayerStats.Health.Value,
Hunger = player.PlayerStats.Hunger.Value,
Stamina = player.PlayerStats.Stamina.Value
}
pcall(function()
playerStatsStore:SetAsync(player.UserId, dataToSave)
end)
end
end
Players.PlayerAdded:Connect(loadPlayerData)
Players.PlayerRemoving:Connect(savePlayerData)
-- Also save periodically
while wait(60) do -- Save every minute
for _, player in ipairs(Players:GetPlayers()) do
savePlayerData(player)
end
end
You can create special events that affect player stats:
-- Example of a weather effect
local function simulateRainStorm()
-- Broadcast to all players
for _, player in ipairs(Players:GetPlayers()) do
-- Increase hunger depletion during storm
local hungerValue = player.PlayerStats:FindFirstChild("Hunger")
if hungerValue then
hungerValue.Value = math.max(0, hungerValue.Value - 5)
end
-- Notify player
statsRemote:FireClient(player, {
Health = player.PlayerStats.Health.Value,
Hunger = hungerValue.Value,
Stamina = player.PlayerStats.Stamina.Value,
Message = "A cold rain is falling. You feel hungrier."
})
end
end
-- Call this function periodically or based on game events