Multiplayer Framework Rounds & Teams v1.0

Server Authoritative OOP multiplayer framework with rounds, teams, elimination, and DataStore stats.
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Multiplayer Framework Server-Authoritative | OOP | Modular

A complete, production ready multiplayer session framework for Roblox. Built with full OOP using Luau meta tables, every module is self-contained, independently testable, and designed to be extended without touching the internals.

---
What's Included

ReplicatedStorage/MultiplayerFramework/
- Config.lua — every tunable setting in one place. You edit this file only.
- Enums.lua — all state constants (GameState, PlayerState, TeamMode, EliminationReason)
- Signal.lua — lightweight custom signal class, no BindableEvent overhead
- Logger.lua — configurable log levels (DEBUG / INFO / WARN / ERROR / NONE)
- MPF_Client.lua — client-side hook API for UI integration

Core/
- Session.lua — the heart of the system. Owns all managers, fires all hooks
- MPlayer.lua — per-player state wrapper (score, team, round score, elimination)
- RoundManager.lua — round count, per-round timer, timeout handling
- TeamManager.lua — FFA / auto-balanced Teams / Custom assignment
- EliminationManager.lua — alive/eliminated tracking, win condition detection
- CharacterManager.lua — respawn blocking, death detection via Humanoid.Died

Services/
- EventBridge.lua — RemoteEvent abstraction with per-player rate limiting
- StatTracker.lua — DataStore read/write with pcall + 3x retry + BindToClose flush
- SessionRegistry.lua — global session map, disconnect handling, rejoin support

ServerScriptService/MultiplayerFramework/
- ServerAPI.lua — public server API, pre-creates all remotes on boot
- MPF_GameHandler.lua — buyer entry point, fully commented with hook markers
- init.server.lua — bootstrap (do not edit)

StarterPlayerScripts/MultiplayerFramework/
- init.client.lua — lobby UI, ready button, countdown, round feedback

---
OOP Architecture

Every class follows the same strict pattern:

local Session = {}
Session.__index = Session

function Session.new(hostPlayer, configOverrides)
local self = setmetatable({}, Session)
-- private fields use _camelCase
return self
end

function Session:Method() end
function Session:Destroy() end -- zero leaks guaranteed

return Session

Private fields are prefixed _camelCase. Public methods have full type annotations. Every class has a working Destroy() that disconnects all connections, cancels all threads, and clears all tables.

---
Modular & Scalable

Each module has one responsibility and zero hidden dependencies. You can swap out any piece without touching the others:

- Replace TeamManager with your own bracket or custom matchmaking logic
- Replace EliminationManager with a lives-based or zone-control system
- Replace MPF_GameHandler entirely with your own session flow
- Add per-session config overrides without touching Config.lua:

local session = MPF.CreateSession(host, {
RoundTime = 60,
TeamMode = Enums.TeamMode.TEAMS,
MaxRounds = 3,
})

---
Hook System

Plug your game logic in without touching any internals:

session.OnRoundStart = function(activePlayers)
SpawnEnemies(activePlayers)
end

session.OnPlayerEliminated = function(mplayer, reason)
PlayEffect(mplayer:GetPlayer())
end

session.OnScoreChanged = function(mplayer, newScore, delta)
UpdateLeaderboard(mplayer, newScore)
end

session.OnSessionEnd = function(summary)
ShowEndScreen(summary.winner, summary.teamScores)
end

---
Features at a Glance

- Server-authoritative — clients never determine game state
- All players must ready up before game starts
- FFA, auto-balanced Teams, and Custom team modes
- Per-round and session-total score tracking
- DataStore persistence with retry logic and shutdown flush
- Rejoin support — disconnected players can return to their session
- Respawn blocking on elimination with optional spectator mode
- Rate-limited RemoteEvents — bad clients cannot crash the server
- Configurable log levels for clean production output
- Zero global state — no _G, no shared tables, no side effects on require

---
Setup — 4 Steps

1. Insert MPF_Core.rbxm into ReplicatedStorage
2. Insert MPF_Server.rbxm into ServerScriptService
3. Insert MPF_Client.rbxm into StarterPlayer > StarterPlayerScripts
4. Insert MPF_GUI.rbxm into StarterGui
5. Edit Config.lua — you're done

---
Works for any game genre combat, racing, quiz, party games, minigames. No UI included by design; buyers implement their own.

Latest reviews

None of the UI in here is given. All is given is a simple "Ready" black box. I've contacted the seller for further information and I'm willing to take the review down if he corrects this issue.
SubiDev
SubiDev
Hello, sorry for the inconvenience the description states "lobby UI, ready button, countdown, round feedback"
were all that was in it this is a multiplayer framework I added placeholder Ui so the buyer could add their own Ui.
Buy a license now
$19.99
EULA
Standard EULA
Use on any projects you own with attribution
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Support duration
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214 Views
1 Purchases
2 Downloads
May 12, 2026 Published
N/A Updated
1.00 star(s)
Average rating (1)
29.8 KB File size
Open source
  1. Yes
DRM-free
  1. Yes
Unobfuscated
  1. Yes
Type
  1. System
Genre
  1. Action
  1. Party & casual
  1. Battle royale
Supported languages
  1. This product doesn't contain text
Creator
Owner
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Share and earn
Refer this resource and earn a 10% commission.
214 Views
1 Purchases
2 Downloads
May 12, 2026 Published
N/A Updated
1.00 star(s)
Average rating (1)
29.8 KB File size
Open source
  1. Yes
DRM-free
  1. Yes
Unobfuscated
  1. Yes
Type
  1. System
Genre
  1. Action
  1. Party & casual
  1. Battle royale
Supported languages
  1. This product doesn't contain text
Creator
Owner
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TLOU-inspired cover system with wall snap, crouch detection, and strafe constraint.
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