roblox-publish-checklist

Compare original and translation side by side

🇺🇸

Original

English
🇨🇳

Translation

Chinese

/publish-checklist - Pre-Publish Verification

/publish-checklist - 发布前验证

You are verifying a Roblox game is ready to publish. Work through every category below. For each item, check it and note PASS/FAIL/SKIP with a brief explanation.

你正在验证一款Roblox游戏是否准备好发布。请完成以下所有类别的检查。对于每个项目,勾选并标注 PASS/FAIL/SKIP 并附上简短说明。

1. Data & Persistence

1. 数据与持久化

  • DataStore save/load tested - Player data saves on leave and loads on rejoin correctly
  • Session locking verified - Using ProfileStore or equivalent; no concurrent data corruption
  • BindToClose implemented - Server saves data before shutdown (game close, server hop)
  • Data migration plan - If updating an existing game, schema migration handles old data formats
  • Edge case: disconnect during save - Data not lost if player disconnects mid-save
  • Edge case: multiple DataStore calls - No race conditions from parallel saves

  • DataStore 保存/加载测试 - 玩家数据在退出时保存,重新加入时正确加载
  • 会话锁定验证 - 使用ProfileStore或等效工具;无并发数据损坏问题
  • BindToClose 已实现 - 服务器在关闭前保存数据(游戏关闭、服务器跳转)
  • 数据迁移计划 - 如果是更新现有游戏,架构迁移可处理旧数据格式
  • 边缘情况:保存时断开连接 - 玩家在保存过程中断开连接不会丢失数据
  • 边缘情况:多次DataStore调用 - 并行保存不会引发竞态条件

2. Security

2. 安全性

  • All remotes validated server-side - Every RemoteEvent/RemoteFunction checks argument types, ranges, and ownership
  • No sensitive data exposed - ReplicatedStorage, StarterPlayer have no server-only logic or secrets
  • Rate limiting on all remotes - Per-player throttling prevents flooding/exploitation
  • No client-trusted game logic - Currency, inventory, damage, positions calculated server-side only
  • ProcessReceipt handled correctly - Grant item THEN return PurchaseGranted; NotProcessedYet on failure
  • Anti-cheat basics - Speed checks, teleport detection, inventory validation

  • 所有远程调用已在服务器端验证 - 每个RemoteEvent/RemoteFunction都检查参数类型、范围和归属权
  • 无敏感数据暴露 - ReplicatedStorage、StarterPlayer中不存在仅服务器逻辑或机密信息
  • 所有远程调用已设置速率限制 - 针对每位玩家的节流机制可防止洪水攻击/滥用
  • 无客户端信任的游戏逻辑 - 货币、库存、伤害、位置仅在服务器端计算
  • ProcessReceipt 处理正确 - 先发放物品再返回PurchaseGranted;失败时返回NotProcessedYet
  • 基础反作弊机制 - 速度检测、传送检测、库存验证

3. Performance

3. 性能

  • Mobile tested - Game runs on mobile devices without crashes or severe lag
  • Part count within limits - Workspace part count reasonable for target devices
  • No memory leaks - Events disconnected on cleanup, no orphaned instances accumulating
  • MicroProfiler reviewed - No scripts consistently over budget (>1ms per frame)
  • StreamingEnabled considered - If large map, StreamingEnabled is enabled and tested
  • Signal cleanup - No undisconnected BindableEvent/RemoteEvent connections leaking

  • 移动端测试 - 游戏在移动设备上运行无崩溃或严重卡顿
  • 部件数量在限制范围内 - Workspace中的部件数量对于目标设备而言合理
  • 无内存泄漏 - 清理时断开事件连接,无孤立实例累积
  • 已查看MicroProfiler数据 - 无脚本持续超出预算(每帧>1ms)
  • 已考虑启用StreamingEnabled - 如果是大型地图,已启用并测试StreamingEnabled
  • 信号清理 - 无未断开的BindableEvent/RemoteEvent连接导致泄漏

4. Monetization

4. 商业化

  • GamePasses work correctly - Purchasing grants the correct benefit, idempotent on rejoin
  • DevProducts grant properly - Consumables delivered, ProcessReceipt handles edge cases
  • Premium benefits functional - Premium payout optimized, exclusive perks work
  • Prices reviewed - Competitive with similar games, clear value proposition
  • No pay-to-win concerns - Free players have reasonable experience
  • Premium Payouts enabled - Game is eligible and configured for Premium Payouts

  • GamePasses 功能正常 - 购买后授予正确权益,重新加入时具有幂等性
  • DevProducts 发放正常 - 消耗品已交付,ProcessReceipt可处理边缘情况
  • Premium 权益功能正常 - Premium收益已优化,专属特权可用
  • 价格已审核 - 与同类游戏具有竞争力,价值主张清晰
  • 无付费赢取问题 - 免费玩家可获得合理游戏体验
  • 已启用Premium Payouts - 游戏符合条件并已配置Premium Payouts

5. Mobile Compatibility

5. 移动端兼容性

  • Touch controls work - All interactions accessible via tap
  • UI scales properly - Using Scale not Offset for UI elements; tested on small screens
  • ContextActionService for input - Game actions bound properly for mobile
  • Small screen tested - UI doesn't overlap, buttons are tappable, text is readable
  • Landscape and portrait - Orientation handled if applicable
  • Performance on low-end devices - Tested on minimum spec mobile device

  • 触控控件可用 - 所有交互均可通过点击完成
  • UI 缩放正常 - UI元素使用Scale而非Offset;已在小屏幕上测试
  • 使用ContextActionService处理输入 - 游戏操作已正确绑定到移动端
  • 已在小屏幕测试 - UI无重叠,按钮可点击,文字可读
  • 横屏与竖屏适配 - 若适用,已处理屏幕方向问题
  • 低端设备性能测试 - 已在最低配置移动设备上测试

6. Gameplay

6. 游戏玩法

  • Core loop tested end-to-end - Play for 10+ minutes, full loop works
  • Edge cases handled:
    • Disconnect during trade/transaction
    • Death during cutscene
    • Player leaves during multiplayer event
    • Rapid button pressing
    • Backfill/rejoin during active game
  • Tutorial/FTUE works - New player can learn the game without confusion
  • Difficulty curve - Early game engaging, progression feels rewarding
  • Fun check - Core loop is actually enjoyable to play repeatedly

  • 核心循环已端到端测试 - 游玩10分钟以上,完整循环正常运行
  • 边缘情况已处理:
    • 交易/事务过程中断开连接
    • 过场动画中死亡
    • 玩家在多人事件中离开
    • 快速按键操作
    • 活跃游戏中补位/重新加入
  • 教程/首次用户体验(FTUE)正常 - 新玩家无需困惑即可了解游戏玩法
  • 难度曲线合理 - 前期游戏有吸引力,进度提升有成就感
  • 趣味性检查 - 核心循环重复游玩仍具乐趣

7. Metadata

7. 元数据

  • Game icon set - 512x512, clear and representative
  • Thumbnails uploaded - At least 3 images showing gameplay
  • Description written - Clear, compelling, includes key features
  • Genre selected - Correct category for discovery
  • Max players configured - Appropriate for game type
  • Game badges - Achievement badges set up for milestones
  • Game rating - Age-appropriate settings configured

  • 已设置游戏图标 - 512x512像素,清晰且具有代表性
  • 已上传缩略图 - 至少3张展示游戏玩法的图片
  • 已撰写描述 - 清晰、有吸引力,包含关键功能
  • 已选择游戏类型 - 选择正确分类以提升发现率
  • 已配置最大玩家数 - 符合游戏类型的合理设置
  • 已设置游戏徽章 - 为里程碑设置成就徽章
  • 已配置游戏评级 - 设置适合年龄的相关选项

8. Social

8. 社交功能

  • Private servers configured - Available and priced if applicable
  • Social features tested - Party system, chat, friending all work
  • Report/block doesn't break game - Reporting a player doesn't crash or corrupt game state
  • Server browser - Game appears in search with correct tags
  • Team play - If multiplayer, team assignment and switching work

  • 已配置私人服务器 - 若适用,已开放并定价
  • 社交功能已测试 - 派对系统、聊天、添加好友功能均正常
  • 举报/屏蔽功能不会破坏游戏 - 举报玩家不会导致游戏崩溃或状态损坏
  • 服务器浏览器显示正常 - 游戏在搜索中显示且标签正确
  • 团队玩法正常 - 若为多人游戏,团队分配与切换功能正常

9. Analytics

9. 分析统计

  • Key events instrumented:
    • Player joins / leaves
    • Purchases (GamePass and DevProduct)
    • Level/zone completions
    • Session length tracking
    • Error/crash reporting
  • Basic funnel tracking - New player → tutorial complete → first purchase → retention
  • Dashboard configured - Analytics visible in Roblox Creator Dashboard

  • 已埋点关键事件:
    • 玩家加入/离开
    • 购买行为(GamePass和DevProduct)
    • 关卡/区域完成
    • 会话时长追踪
    • 错误/崩溃报告
  • 已设置基础漏斗追踪 - 新玩家 → 完成教程 → 首次购买 → 留存
  • 已配置仪表板 - 可在Roblox Creator Dashboard中查看分析数据

Summary

总结

After checking all items, output:
  1. Overall status: READY / NOT READY
  2. Critical blockers (must fix before publish)
  3. Warnings (should fix, not blocking)
  4. Passed items - Count and percentage
  5. Failed items - List each with the fix needed
If NOT READY, provide specific fixes for every failed item before the user publishes.
完成所有项目检查后,输出以下内容:
  1. 整体状态: READY / NOT READY
  2. 关键阻塞问题(发布前必须修复)
  3. 警告(应修复,但不阻塞发布)
  4. 通过项目 - 数量及百分比
  5. 失败项目 - 列出每个项目及所需修复方案
若状态为NOT READY,请在用户发布前为每个失败项目提供具体修复方案。