Setting Up a Simple Roblox Studio Intermission Script

If you're working on a round-based game, you're definitely going to need a reliable roblox studio intermission script to keep things moving smoothly. Without a timer and a transition between the lobby and the actual gameplay, your game is just going to feel chaotic. Players need that downtime to chat, check their skins, or just breathe before the next round kicks off.

Building a round system might seem a bit intimidating if you're new to Luau, but it's actually one of the most logical parts of game design once you break it down. You're essentially just telling the game to wait for a bit, move some players, wait some more, and then bring them back. Let's walk through how to set this up so it actually works and doesn't break every time someone leaves the server.

Why the Intermission Matters

Before we get into the code, let's talk about pacing. If you've ever played a game where the round ends and you're instantly shoved back into the action, it's exhausting. The intermission serves as the "heartbeat" of your game. It gives the server a second to clean up any leftover parts from the last round, resets the map, and lets new players join in.

A good roblox studio intermission script handles more than just a countdown. It manages the state of the game. It knows when the game is "Waiting," when it's "Starting," and when it's "Active." Managing these states is the difference between a buggy mess and a professional-feeling experience.

Setting Up Your Workspace

First things first, you need to organize your Explorer window. If your Workspace is a mess, your script is going to be a nightmare to write. You'll want a few specific folders or parts:

  1. A Lobby Area: This is where players hang out during the intermission. Make sure there's a Part here called "LobbySpawn."
  2. A Map Area: This is where the game happens. You should have a Part or a SpawnLocation here called "GameSpawn."
  3. A Folder in ReplicatedStorage: Call it "GameValues." Inside, add a StringValue named "Status." This is what we'll use to tell the players how much time is left.

By putting the "Status" value in ReplicatedStorage, both the server and the players can see it. The server will change the text (like "Intermission: 15 seconds"), and the players' screens will update to show that text.

Writing the Core Intermission Script

Now, let's get into the actual script. You'll want to put a Script (not a LocalScript) into ServerScriptService. This is the brain of your game.

You'll start by defining your variables. You need to reference that Status value we just made and set how long your intermission and rounds should be. Using variables at the top of the script makes it way easier to change the timing later without digging through fifty lines of code.

```lua local Status = game.ReplicatedStorage:WaitForChild("GameValues"):WaitForChild("Status") local intermissionTime = 20 local roundLength = 60

while true do -- Intermission Phase for i = intermissionTime, 1, -1 do Status.Value = "Intermission: " .. i .. " seconds" task.wait(1) end

Status.Value = "Starting Round!" task.wait(2) -- Teleport logic would go here -- Round Phase for i = roundLength, 1, -1 do Status.Value = "Game Ends In: " .. i task.wait(1) end 

end ```

This is the basic loop. It's a simple while true do loop, which means it runs forever. It counts down the intermission, updates the status, and then would eventually count down the round. But right now, it doesn't actually move anyone. It's just a clock.

Moving the Players

To make this a real roblox studio intermission script, we have to actually teleport the players. When the intermission hits zero, you want to grab everyone currently in the game and shove them into the map.

The best way to do this is to loop through game.Players:GetPlayers(). For each player, you check if they have a character and a "HumanoidRootPart." If they do, you set their position to your GameSpawn's position.

One little pro-tip: don't just set the Position. Use :PivotTo(). It's much more modern and handles the whole character model better than just moving a single part. It prevents players from getting stuck in the floor or having their limbs fly off because the physics engine got confused.

Handling UI for the Players

The server is doing all the heavy lifting, but the players won't know that unless they see a timer on their screen. Since we put that "Status" StringValue in ReplicatedStorage, we can make a very simple LocalScript inside a TextLabel.

Create a ScreenGui in StarterGui, add a TextLabel, and then put a LocalScript inside it. The code would look something like this:

```lua local statusValue = game.ReplicatedStorage:WaitForChild("GameValues"):WaitForChild("Status") local label = script.Parent

statusValue.Changed:Connect(function() label.Text = statusValue.Value end)

label.Text = statusValue.Value ```

Now, every time the server changes the "Status" value, the text on the player's screen updates instantly. It's clean, it's fast, and it doesn't require a bunch of complicated RemoteEvents just to show a timer.

Making it More Robust

If you stop there, you'll have a working system, but it might be a bit "fragile." What happens if a player joins right as the round starts? What if everyone leaves during the intermission?

A solid roblox studio intermission script should check for a minimum player count. You don't want the game starting if there's only one person (unless it's a solo game). You can add a simple if statement at the start of the loop that checks #game.Players:GetPlayers(). If it's less than 2, you change the Status to "Waiting for more players" and use task.wait(1) before checking again.

Also, think about what happens when the round ends. You need to teleport everyone back to the lobby. You can use the same loop logic you used to send them to the map, just change the destination to your LobbySpawn.

Cleaning Up the Map

If your game involves players building things, knocking things down, or leaving items around, you'll need a cleanup function. Most developers wrap their maps into a Model and put it in ServerStorage. When the round starts, they clone the map into the Workspace. When the round ends, they delete the old map.

This ensures that every round starts with a fresh, clean environment. It also helps with lag. If you leave thousands of parts from a previous round lying around, the server is going to start chugging pretty quickly.

Adding Some Polish

Once the logic is solid, you can start adding the "juice." Maybe a sound plays when the timer hits 3, 2, 1. Maybe the screen fades to black during the teleport so players don't see the map loading in.

These little touches take a basic roblox studio intermission script and make it feel like a real game. You could even add a "Map Voting" system during the intermission, but that's a bit more advanced. For now, focus on getting the loop 100% reliable.

If you find that your timer is drifting (sometimes it feels slower than a second), make sure you aren't running too many heavy calculations inside that countdown loop. task.wait(1) is generally very accurate, but if the server is struggling to process other parts of your game, everything will slow down.

Common Mistakes to Avoid

One mistake I see a lot of beginners make is putting the intermission logic inside a LocalScript. Remember, the client (the player's computer) should never be in charge of the game clock. If a player has a laggy computer, their timer might run slower, and suddenly they're out of sync with everyone else. Always keep the master clock on the server.

Another thing is forgetting to check if the player is still alive before teleporting them. If a player resets their character right as the round starts, your script might try to teleport a "nil" character, which will throw an error and possibly break the whole loop. Always add a check to make sure player.Character exists before moving them.

Final Thoughts

Setting up a roblox studio intermission script is really about mastering the loop of your game. Once you have the cycle of Intermission -> Teleport -> Round -> Teleport perfected, you can build almost anything on top of it. Whether it's a murder mystery, a race, or a minigame collection, the foundation is exactly the same.

Don't be afraid to experiment with the timings. Sometimes a 30-second intermission feels way too long, and sometimes 10 seconds isn't enough for players to check out the leaderboard. Playtest it with a few friends and see how the "flow" feels. If you're bored waiting for the next round, your players will be too. Keep it snappy, keep it reliable, and your game will feel ten times more professional.