Getting a reliable roblox studio intermission script up and running is one of those "aha!" moments for a lot of new developers. It's the backbone of almost every successful round-based game, whether you're building a high-stakes obstacle course or a classic murder mystery. If you don't have a way to cycle players between a lobby and the actual game map, you've basically just got a static world where everyone's standing around wondering when the fun starts.
Setting this up isn't nearly as scary as it looks once you break it down into pieces. You're essentially telling the server to count down, move some people, wait a bit, and then move them back. In this guide, we're going to walk through how to build a clean, functional intermission system that doesn't just work, but feels professional.
Why the Intermission Even Matters
Think about your favorite games. There's always that little breather between rounds. That's your intermission. It gives players a chance to check the leaderboard, buy items from your shop, or just chat. From a technical standpoint, the roblox studio intermission script acts as the "director" of your game. It handles the state of the world—knowing when it's time to play and when it's time to wait.
Without a structured loop, your game logic can get messy fast. You might have scripts running when they shouldn't, or players spawning into a game that's already half-over. A solid script keeps everything synced up so everyone starts at the same time.
Setting the Stage in Roblox Studio
Before we even touch a line of code, we need to make sure our Workspace is organized. If your explorer window is a mess, your script is going to have a hard time finding what it needs.
First, you'll want two distinct areas in your game: 1. The Lobby: This is where players hang out during the countdown. Make sure it has a SpawnLocation so people don't just fall into the void when they join. 2. The Game Map: This is where the action happens. You'll want a specific Part or a group of Parts here that will act as the "Teleport Destinations."
I usually like to create a Folder in Workspace called "MapStuff" and another called "LobbyStuff." Inside the Map folder, place a Part and name it "GameSpawn." This is where we'll send the players when the timer hits zero.
Next, go to ReplicatedStorage. We need a way for the server to tell every single player how much time is left. Create a StringValue here and name it "Status." Our roblox studio intermission script will update this value, and then we can make a simple UI that displays whatever that value says.
Building the UI
Players need to see the countdown, otherwise, they'll get bored and leave. * Go to StarterGui. * Add a ScreenGui. * Inside that, add a TextLabel. * Customize it however you like—make it big, put it at the top, change the font—but the most important part is adding a LocalScript inside the TextLabel.
The code for that LocalScript is super simple: ```lua local status = game:GetService("ReplicatedStorage"):WaitForChild("Status") local label = script.Parent
status.Changed:Connect(function() label.Text = status.Value end) ``` Now, whenever the "Status" value changes on the server, every player's screen will update automatically. Easy, right?
The Core Intermission Script
Now for the meat of the project. Head over to ServerScriptService and create a new Script. This is where our roblox studio intermission script will live. We're going to use a simple while true do loop. This ensures the game runs forever (or until the server closes).
Here's a basic structure to get you started:
```lua local status = game:GetService("ReplicatedStorage"):WaitForChild("Status") local intermissionTime = 20 local gameTime = 60
local function teleportPlayers(destinationPart) local players = game.Players:GetPlayers() for _, player in pairs(players) do local character = player.Character if character and character:FindFirstChild("HumanoidRootPart") then character.HumanoidRootPart.CFrame = destinationPart.CFrame + Vector3.new(0, 3, 0) end end end
while true do -- Intermission Phase for i = intermissionTime, 0, -1 do status.Value = "Intermission: " .. i .. "s" task.wait(1) end
status.Value = "Game Starting!" task.wait(2) -- Move players to the game local gameSpawn = game.Workspace:WaitForChild("MapStuff"):WaitForChild("GameSpawn") teleportPlayers(gameSpawn) -- Game Phase for i = gameTime, 0, -1 do status.Value = "Game Ends In: " .. i .. "s" task.wait(1) end status.Value = "Round Over!" task.wait(3) -- Move players back to lobby local lobbySpawn = game.Workspace:WaitForChild("LobbyStuff"):WaitForChild("SpawnLocation") teleportPlayers(lobbySpawn) end ```
Breaking Down the Logic
Let's talk about what's actually happening in that code. We start by referencing our "Status" value. Then, we define how long we want the intermission and the game to last.
The teleportPlayers function is a real workhorse here. It grabs every player currently in the game, finds their HumanoidRootPart (which is basically the center of their character model), and moves their CFrame (position and rotation) to our designated spawn part. I added a little Vector3.new(0, 3, 0) offset so players don't get stuck inside the floor—because nobody likes being a floor decoration.
The while true do loop is the heartbeat. It counts down the intermission, updates the text, teleports everyone, counts down the game time, and then drags them back to the lobby to start all over again.
Handling Common Issues
If you've spent any time in Roblox Studio, you know that things rarely work perfectly on the first try. One common issue with a roblox studio intermission script is what happens when a player joins after the round has already started.
As the script is written above, a late joiner will just spawn at the lobby and stay there until the next round. If that's what you want, great! But if you want them to jump into the action immediately, you'd need to add a "PlayerAdded" connection that checks the current state of the game and teleports them if a round is active.
Another thing to watch out for is player death. If a player dies during the round, they'll naturally respawn at the SpawnLocation in the lobby. To fix this, you might want to change the Player.RespawnLocation property to a part in the game map once the round starts, and then set it back to the lobby part once the round ends.
Making It Fancy
Once you've got the basics down, you don't have to stop there. A plain text countdown is fine, but you can really spice things up.
Sound Effects: You can trigger a "tick-tock" sound during the last 5 seconds of the intermission. Just use Instance.new("Sound") or play a sound pre-placed in SoundService.
Music Changes: You can have chill elevator music in the lobby and intense combat music during the game. Just have the script stop one sound and play another when the teleportation happens.
Minimum Player Requirement: You probably don't want the game starting if there's only one person. You can wrap the loop in a check: lua if #game.Players:GetPlayers() >= 2 then -- Run the intermission else status.Value = "Waiting for more players" task.wait(1) end
Final Thoughts on the Game Loop
Mastering the roblox studio intermission script is really about understanding the flow of your game. It's the "Game Loop" concept that professional developers talk about all the time. Once you get the hang of moving players around and managing timers, you can start adding much more complex features, like map voting systems or specialized round types (like "Double Gravity" or "Sudden Death").
Don't be afraid to experiment with the timing. Sometimes a 20-second intermission feels like an eternity, and other times it's not enough. Playtest your game with friends and see how the pacing feels. If people are getting bored in the lobby, shorten the timer. If they're stressed out and don't have time to see their stats, lengthen it.
The best scripts are the ones that fade into the background—they work so smoothly that the player doesn't even think about the code running behind the scenes. They just know they're having a blast. So, get into Studio, start tweaking that code, and see what kind of game loop you can create!