How to make a round system in Roblox Studio today

If you're trying to figure out how to make a round system in Roblox Studio, you've likely realized it's the core mechanic behind almost every hit game like BedWars, Murder Mystery 2, or even a simple obstacle course. Without a solid round loop, your game is just a bunch of players standing around a baseplate with nothing to do. You need that flow: a lobby wait time, a teleport to the map, the actual gameplay, and then a quick trip back to the start to do it all over again.

Honestly, setting this up can feel a bit daunting if you're new to Luau scripting, but it's actually pretty logical once you break it down into steps. You don't need to be a coding genius; you just need to understand how a "loop" works.

Getting your workspace ready

Before we even touch a script, we need to organize the Explorer. If your workspace is a mess, your script is going to be a nightmare to manage. Start by creating a few folders in the Workspace.

First, make a folder called Maps. This is where you'll put your different game levels. Inside that folder, go ahead and put a part or a model that represents your first map. Make sure each map has a specific part inside it called SpawnPoint (this is where players will teleport to).

Next, you'll want a folder in ReplicatedStorage called Remotes or RoundData. This is super important because it's how the server tells the players' screens what's happening. For instance, you'll probably want a StringValue inside there called Status. This value will hold text like "Intermission: 15" or "Game Over!", which we can then display on everyone's UI.

The logic of the round loop

When you're thinking about how to make a round system in Roblox Studio, think of it as a big circle that never ends. We use a while true do loop for this. It's the engine of your game.

Here is the general flow we're aiming for: 1. Intermission: Everyone waits in the lobby. A timer counts down. 2. Map Selection: The script picks a map from our Maps folder. 3. Teleportation: Players get moved from the lobby to the map. 4. The Game: The round actually happens (maybe for a set amount of time). 5. Cleanup: Players are moved back to the lobby, the map is cleared, and the loop starts over.

It sounds like a lot, but we can handle this in one main script inside ServerScriptService.

Scripting the core system

Create a new Script in ServerScriptService and call it RoundHandler. This is going to be the brain of your game.

You'll start by defining your variables. You need to reference that Status value we put in ReplicatedStorage and the Maps folder. Once that's done, you dive into the loop.

Inside your while true do loop, the first thing you want is the intermission. You'll use a simple for loop to count down. It looks something like for i = 20, 0, -1 do. During this time, you update the Status.Value so the players can see the clock ticking.

Once the intermission hits zero, it's showtime. You'll want to pick a random map. You can do this by using Maps:GetChildren() and picking a random index. This makes your game feel way more dynamic than just playing the same level over and over.

Moving players into the game

This is the part that usually trips people up: teleporting. You don't want to just move the player's head; you need to move their entire character. The best way to do this is using the :PivotTo() function on the player's character model.

You'll need to loop through all the players currently in the game using game.Players:GetPlayers(). For each player, check if they have a character and a HumanoidRootPart. If they do, set their CFrame to the position of the SpawnPoint in the map you just selected.

Pro tip: Don't forget to set the player's Team or give them a specific "InGame" tag if you plan on having winners and losers. It makes it much easier to track who is still alive later on.

Handling the actual gameplay

Now that the players are in the map, the round begins. You can set another for loop here for the duration of the match—maybe 120 seconds.

During this phase, you might want to check for "end game" conditions. For example, if it's a battle royale, you'd want to check if only one player is left alive. If you're just making a simple timer-based game, you can just let the clock run out.

Once the time is up or a winner is found, you update the Status.Value again. "Winner: Player123" or "Time's Up!" gives the players that hit of feedback they need.

Cleaning up and resetting

One of the most forgotten steps when learning how to make a round system in Roblox Studio is the cleanup phase. If you don't clean up, your game will eventually lag or break.

After the round ends, you need to teleport everyone back to the lobby. Use the same :PivotTo() logic, but point it toward your lobby's spawn area. If your game involves destroying parts or moving things around in the map, you might want to delete the current map and clone a fresh version from ServerStorage for the next round. This ensures every round starts exactly the same way.

Making it look good with UI

So, you have the logic working in the background, but the players can't see the Status value in ReplicatedStorage. We need to link that value to a ScreenGui.

In StarterGui, create a ScreenGui with a TextLabel. Inside that label, add a LocalScript. This script doesn't need to do much—it just needs to watch the Status value and update the label's text whenever the value changes.

You can use the .Changed event or GetPropertyChangedSignal("Value") to keep the UI in sync. It's a small detail, but seeing that "Intermission" timer at the top of the screen makes the game feel a hundred times more professional.

Adding some polish

Once the basic loop is working, you can start adding the "cool" stuff. Maybe you want to add a screen fade-out before the teleport happens? Or perhaps a sound effect that plays when the round starts?

You should also consider what happens if a player joins during a round. You don't want them teleporting into the middle of a match and getting confused. You can add a simple check at the start of the teleport loop to see if the round is already "Active." If it is, the new player just stays in the lobby until the next intermission.

Also, think about map voting. Instead of picking a random map, you could show three options on the players' screens during intermission. This is a bit more advanced because it involves RemoteEvents and counting votes on the server, but it's a great next step once you've mastered the basic round system.

Troubleshooting common issues

If your round system isn't working, don't sweat it. Nine times out of ten, it's a simple fix. * Infinite Wait: Check if your task.wait() calls are in the right place. If you forget a wait in a while loop, Roblox will crash your script to save the server's life. * Teleporting Fails: Make sure your SpawnPoint is not inside a wall. If the player teleports into a part, they might get stuck or flung into the void. * UI Not Updating: Ensure your LocalScript is actually pointing to the right StringValue in ReplicatedStorage.

Wrapping things up

Learning how to make a round system in Roblox Studio is really about mastering the flow of time and data. Once you have that main while true do loop running smoothly, you have a foundation you can use for almost any game genre.

Don't feel like you have to get it perfect on the first try. Start with a simple 10-second intermission and a 10-second round. Once that works, expand it. Add maps, add winners, add UI, and before you know it, you've got a fully functioning game loop that's ready for players. Keep experimenting, and don't be afraid to break things—that's usually how the best learning happens anyway!