Buhay Batangas
A Philippine farming game, built as a proof of concept for partnering with other Roblox creators.
The project is private while it is a proof of concept.
- Code
- 80K+ lines of Luau
- Tests
- 81 files, run without Studio
- Version
- 0.18
- Assets
- 17 mesh groups, 22 images
Buhay Batangas ("Batangas life") is a farming game set in the Philippines. It covers farming, farm animals that become pets and helpers, fishing, a village (barangay) and a karinderya, a small Filipino eatery, along with mythic creatures from Philippine folklore.
I am building it as a proof of concept for partnering with other Roblox creators: a complete, tested codebase and asset pipeline that a collaborator can pick up and extend, rather than a pitch deck.


Assets
Asset spec
units, naming, poly budget
Blender script
headless bpy, assets.json
FBX + manifest
generated Luau, never hand-edited
Open Cloud upload
ids recorded in config
Code
Rojo project
client, server, shared
Lune tests
no Studio needed
check gate
Selene + StyLua + tests
Studio
seen before it counts
What it does
The parts worth talking about
Animals as pets
Farm animals live in an inventory, a pen or as one of two helpers, each with an ability drawn from 46 abilities across 14 kinds of effect. Mutations and eggs add rarity: seven animals per egg, with two Legendaries at 3% and one Mythic at 0.5%. Ability numbers are still being tuned.
Folklore creatures
The Mythics come from Philippine folklore: Bakunawa, Sarimanok, Minokawa, Tikbalang, Sigbin and Santelmo. Each is built from blocky parts with its own silhouette and posed with a small joint rig on each client.
Code a collaborator can pick up
A Rojo project split into client, server and shared code, with a typed network spec, data-driven definitions and ProfileStore for saves. There are more than twenty design documents and a decision log that runs past sixty entries.
Tests that run without Studio
81 test files run headlessly with Lune. One check script (Selene, StyLua and the tests) has to be green after any change, and simulators and audits cover progression, the economy, garden layout and overlapping parts.
A scripted Blender pipeline
Headless Blender builds each model from a script and an `assets.json`, exports FBX and regenerates the Luau manifest. An asset contract fixes units, naming and polygon budgets, and uploads go through Open Cloud with the key kept out of every file.
Two AI agents, one vault
Claude leads architecture and logic and Codex owns Blender and assets. They coordinate through an Obsidian vault in the repository: decision records, a roadmap tagged by owner, handoff inboxes with acceptance checklists, daily logs and a Graphify knowledge graph. I keep the final say.
How I keep it honest
Checks the machine can run, and ones it cannot
The test suite proves the logic. Only playing the game proves the game.
Built is not the same as seen
Assets and fixes are marked "machine-validated" until I have watched them in Studio, and the roadmap keeps the two apart instead of rounding up.
A bug only Studio could show
In 0.18.2 the level looks stopped working because of a `CollisionFidelity` setting that every automated check passed. Looking at the game in Studio found it, and 0.18.3 fixed it.
Stack
Built with
- Luau
- Roblox Studio
- Rojo
- Wally
- ProfileStore
- Lune (tests)
- Selene
- StyLua
- Blender 4.4 (bpy)
- FBX
- Open Cloud
- Obsidian vault
Roblox is a trademark of Roblox Corporation. This project is not affiliated with or endorsed by Roblox.