Developing a solid roblox among us task system script is essentially the backbone of any good social deduction game on the platform. If the tasks don't feel right, or if the logic behind them is buggy, the whole "imposter vs. crewmate" dynamic just falls apart. It's one of those things that looks simple on the surface—just go here and click a button—but involves a lot of moving parts under the hood.
I've seen a lot of people try to tackle this by just throwing together some basic UI, but that's where they get stuck. You need a system that tracks player progress, updates a global bar, and ensures that dead players (the ghosts) can still contribute without breaking the game. Let's break down how to actually approach this without pulling your hair out.
The Logic Behind the Task System
Before you even touch a line of code in Studio, you have to think about what a task actually is in Roblox terms. At its core, a roblox among us task system script is just a series of checks. You have a trigger (like a ProximityPrompt or a hit-box), a visual interface for the player to interact with, and a signal that tells the server, "Hey, this person finished their job."
Most people start with the ProximityPrompt because it's built-in and handles a lot of the interaction distance logic for you. When a player triggers that prompt, the script needs to check if that player actually has that specific task assigned. You don't want someone spamming the "Swipe Card" task if they were supposed to be "Wiring" in Electrical.
Setting Up Your Workspace
Organisation is your best friend here. If you just dump scripts into parts, you're going to have a nightmare of a time debugging later. I usually recommend a folder in ReplicatedStorage for your task templates and a folder in ServerScriptService to handle the heavy lifting.
You'll definitely need RemoteEvents. These are the bridges between the player's screen and the game server. When a player finishes a task on their screen (the Client), they send a signal through a RemoteEvent to the Server. The server then validates that the player isn't cheating and updates the total task progress for everyone to see.
How the Script Handles Assignments
A good roblox among us task system script shouldn't just give everyone every task. That makes the game way too short and honestly pretty boring. You want a script that picks a random selection from a list of "Short," "Long," and "Common" tasks when the round starts.
In Lua, you can handle this with a simple table. You list out all your task names, then use math.random to pick a handful for each player. When the game starts, the server iterates through the players, gives them their unique list, and fires a RemoteEvent to their local client to show the list on their HUD.
Building the Interaction Script
The interaction is where the "gameplay" happens. Let's say you have a "Download Data" task. Your roblox among us task system script needs to detect when the player is close enough to the computer.
Here's a common way to handle it: 1. Use a ProximityPrompt inside the task part. 2. When Triggered, the script checks if the player's local task list includes this specific task. 3. If it does, it opens a ScreenGui that covers the player's view. 4. The player does whatever the mini-game requires (waiting for a bar to fill, clicking buttons). 5. Once the UI script finishes, it fires back to the server.
It sounds like a lot of back-and-forth, but this structure keeps the game secure. If the client handled everything, an exploiter could just tell the game they finished 100 tasks in a single second. By having the server verify the "start" and "end" of a task, you add a layer of protection.
Managing the Task Bar
The task bar is the pulse of the game. It's that green bar at the top of the screen that everyone stares at while they're trying to figure out if Red is acting sus.
To make this work, the server needs to know the total number of tasks assigned to everyone in the game. If you have 10 players and each has 5 tasks, that's 50 tasks total. Every time a RemoteEvent confirms a completion, the server does a bit of math: (CompletedTasks / TotalTasks).
Then, the server uses :FireAllClients() to update that green bar on every single person's screen. It's a simple calculation, but it's incredibly satisfying for players to see that bar tick up after they've finally finished those annoying wires.
Handling the "Ghost" Mechanics
This is where a lot of beginner scripts fail. In Among Us, if you get voted out or "stabbed," you don't just stop playing. You still have to do your tasks to help the crew win.
Your roblox among us task system script needs to account for this. When a player's character is removed or hidden, their task data needs to persist. You shouldn't remove them from the TotalTasks count, or the crew would win instantly if too many people died. Instead, just keep their UI active even when they are in their "ghost" form (which is usually just a transparent character with no collisions).
Why Security Matters
I can't stress this enough: don't trust the client. If your script relies on the player's computer to say, "I am done with all my tasks," someone will find a way to cheat.
A smart way to handle this in your script is to keep a timestamp. If a task is supposed to take at least 10 seconds (like a download), and the server receives a "Completed" signal only 2 seconds after the "Started" signal, you know something is up. You don't necessarily have to ban them, but you can just ignore that specific signal. It keeps the game fair for everyone else.
Making the UI Feel Natural
The "script" part of a roblox among us task system script isn't just about logic; it's about the feel. When a player completes a task, play a little "ding" sound. Make the task list on their screen turn green or cross itself out. These tiny visual and auditory cues are what make the scripting feel high-quality.
You can use TweenService to make the task bar slide smoothly rather than just jumping to the next position. It's a small touch, but it makes your Roblox game feel more like a professional project and less like a quick hobby build.
Testing and Tweaking
Finally, you've got to test it with actual people. Coding a task system alone in Studio is fine for checking bugs, but you won't know if the balance is right until you have a few friends running around.
Are the tasks too far apart? Does the bar move too slowly? Is the "Swipe Card" task too frustrating? You might find that you need to adjust your script to be a bit more forgiving with the timing.
Wrapping Things Up
Creating a functional roblox among us task system script takes a bit of patience, especially when you're syncing the server and the client. But once you get that core loop of "Interact -> Complete -> Update" working, you've basically got a game.
Just remember to keep your code organized, validate your events on the server, and don't forget about the ghosts. Social deduction games are all about the details, and the task system is the most important detail of all. Get that right, and the rest of your game will fall into place much easier. Happy coding!