Writing Prompts That Work
Learn the handful of habits that turn a request Revix half-guesses at into one it builds correctly the first time.
Revix is good at building. Most disappointing results are not the model failing — they are a prompt that never said where the thing goes, how big it is, or what it should do. Every rule below is about closing one of those gaps.
1. Say where it goes and how big it is
Revix cannot see your viewport. It measures and reads, it never looks. If you do not anchor a request in space, it picks somewhere reasonable and you may not agree.
Before:
add a shopAfter:
Build a shop building on the flat ground to the right of the spawn, about 30 studs wide and 20 deep, with a door facing the spawn and a lit sign over it reading GENERAL STORE.2. Give numbers
Numbers remove entire rounds of back and forth. Studs, counts, seconds, prices, speeds — anything you already have in mind, say it.
Before:
make some lamp posts along the roadAfter:
Put a lamp post every 20 studs along both sides of the main road, 8 studs tall, with a warm light at the top that is on all the time.3. Describe behaviour, not implementation
Say what should happen for the player. Revix already knows how to structure it — server logic, shared modules, saving, rate limits — and it follows those rules whether or not you ask.
Before:
write a RemoteEvent handler with a debounce and a DataStore wrapper for purchasesAfter:
When a player clicks Buy on the sword, take 50 coins off them if they have enough, give them the sword, and make sure they still have it the next time they join.The second version gets you the same architecture and is far harder to misread.
4. Name where the code should live if you care
If your project has a layout you want kept, say so. Otherwise Revix uses the standard Roblox placement — server logic in ServerScriptService, per-player code in StarterPlayerScripts, shared modules and remotes in ReplicatedStorage, screens in StarterGui.
Before:
add coin savingAfter:
Add coin saving. Put the save and load logic in ServerScriptService, and keep all the tuning numbers in a config module under ReplicatedStorage so I can edit them in one place.5. One system at a time
A turn has a hard ceiling. Ask for a whole game in one message and you will hit it, get a pause, and have to send continue several times. Two or three focused messages finish faster and come out cleaner.
Before:
make me a full tycoon game with droppers, a shop, gamepasses, saving, a leaderboard, a lobby and a round timerAfter — send these as three separate messages:
Build the tycoon plot: a base pad 60 by 60 studs, a purchase button for the first dropper, and a conveyor that feeds a collection box.Now add the money system: the collection box gives cash, cash shows in a HUD pill at the top right, and it saves per player.Now add a shop UI with three upgrades that spend that cash, and wire the buttons up.6. Correct precisely, do not just say it is wrong
Follow-ups are the fastest part of the workflow. Revix changes the minimum it can, so a precise correction fixes one property instead of rebuilding the screen.
Before:
no that's wrong, fix the menuAfter:
The Play button is too far left and the title overlaps it. Centre the Play button, move the title 40 pixels up, and make the title text bigger than the buttons.7. For bugs, bring evidence
Revix can read your Studio Output window, but it cannot press Play. Run the game yourself, then hand over what actually happened.
Before:
my shop is brokenAfter:
I pressed Play, clicked Buy on the sword, and got this in the output: "attempt to index nil with 'Coins'". Coins do show in the HUD. Find the cause and fix it.Naming the script or function makes it faster still. You can type @ in the composer and pick anything from your connected game to point at it exactly.
8. Ask for art in the right place
Revix builds screens out of shapes, colour and text — there is no icon library it can search. If you want actual artwork, that is a separate request.
Before:
add a gold coin icon to the currency pillAfter — send two messages:
/image a gold coin UI icon, simple flat styleAdd an image element in the currency pill sized for a 64 by 64 icon, and leave it blank so I can drop my own icon in.9. Generate the world before you build on it
Making a map wipes the existing terrain first, and Revix plants its own trees and rocks as part of it. Do it first, then build.
Before:
add trees and hills around the castle I just builtAfter:
Generate a forest map, 800 studs, medium hills, dense trees. I will build on it afterwards.Other things worth knowing
- Messages are capped at 200 words. Long context is better delivered as a follow-up than crammed into one message.
- Attach a reference. Drag or paste up to 3 images onto the composer and say "build this layout". Revix works from a description of the image, so it will match structure and colours, not pixels. Free accounts get 3 uploads a day.
- Use a command when you want certainty.
/build,/imageand/3doverrule Revix's own guess about what you want. - Answer the question card. If a fork genuinely changes the build, Revix pins one to four questions above the composer. Answering resumes the same turn for free.
- Do not ask it to test the game. It cannot press Play. It will ask *you* to, and then read the console afterwards.
- Expect honesty about what was not checked. Anything that only runs for a player — UI clicks, camera, input, respawn — is verified by reading the code back against what was built, never by running it. The Heads up block at the end of a summary tells you which parts those are.