Roblox Tycoon camp plan
Use this page when running Roblox Tycoon: Coin Machine Scripting as a 5-day camp.
At a glance
| Day | Blocks | Goal |
|---|---|---|
| 1 | Setup, Stage 1, Stage 2 | Students build the path and first reward loop. |
| 2 | Stage 3, Stage 4, Stage 5 | Pickup coins, dropper, conveyor, and fireball systems work. |
| 3 | Stage 6, Stage 7, Stage 8 | Students upgrade the dropper, collector, and tycoon tuning. |
| 4 | Stage 9, Stage 10, catch-up | Students polish the coin machine and publish path. |
| 5 | Economy balance, playtest, parent demo | Students explain how the tycoon loop rewards play. |
Minimum viable finish
A student should leave with one working coin source, one collector or upgrade, and a playable obby path.
Coach triage
- If the economy breaks, inspect the coin amount and collector script first.
- If a student is behind, keep one reward loop working before adding more upgrades.
- If a student is ahead, have them balance prices so upgrades feel earned.
Common stuck points
- Reward scripts can fire too often if touch logic lacks a debounce.
- Conveyors and droppers need clear object names.
- Students may make upgrades too expensive for a short camp demo.