1 00:00:00,610 --> 00:00:01,660 Welcome back. 2 00:00:01,690 --> 00:00:07,060 The last thing we need to do for our lobby is to actually test whether or not our teleportation system 3 00:00:07,060 --> 00:00:07,630 works. 4 00:00:07,630 --> 00:00:12,010 In order to do this, we need to create a new place in our game to teleport our players to. 5 00:00:12,460 --> 00:00:16,480 This new place is going to act as the story part for our horror game. 6 00:00:17,020 --> 00:00:22,390 So in order to create a new place, we can go to the file tab up here and we can go to Game Settings. 7 00:00:22,390 --> 00:00:25,000 And we can go down to the section of places. 8 00:00:25,000 --> 00:00:28,780 And here's where we can create a new place within this same game. 9 00:00:28,780 --> 00:00:32,800 So if I hit create here, it's going to add a new place here. 10 00:00:32,800 --> 00:00:35,200 And we can go ahead and configure this place. 11 00:00:35,200 --> 00:00:40,540 We can change the name to something like I'll just call it maybe story section. 12 00:00:40,540 --> 00:00:43,840 Or we can call it part one if you want to make multiple parts or whatever. 13 00:00:43,840 --> 00:00:46,150 But I could just call it main story. 14 00:00:47,310 --> 00:00:49,380 We could just leave this all at the defaults. 15 00:00:49,410 --> 00:00:51,840 Roblox optimized and things like that. 16 00:00:51,840 --> 00:00:54,300 And then we can go ahead and save this place. 17 00:00:54,420 --> 00:00:59,520 Now that we have created a new place, we need to go ahead and copy the ID for it so we can go to the 18 00:00:59,520 --> 00:01:02,070 view tab and open up our asset manager. 19 00:01:02,070 --> 00:01:04,680 And we should be able to go to places here and here. 20 00:01:04,680 --> 00:01:06,120 We show our two places. 21 00:01:06,120 --> 00:01:08,160 This is going to be where our horror game is at. 22 00:01:08,160 --> 00:01:10,380 And then this is going to be the main story place. 23 00:01:10,380 --> 00:01:13,320 And then we can go ahead and copy this ID to the clipboard. 24 00:01:13,320 --> 00:01:18,180 We can take this ID and go back into our server service and update the start place ID with this new 25 00:01:18,180 --> 00:01:22,410 ID now that we have that done, we can go ahead and publish our game to Roblox. 26 00:01:22,410 --> 00:01:24,750 So if you haven't published it already, make sure you do. 27 00:01:24,750 --> 00:01:29,100 So I'm just going to overwrite my original save here with this place. 28 00:01:29,100 --> 00:01:34,140 Hit overwrite and now my game is published and we can go ahead and test out our teleportation system 29 00:01:34,140 --> 00:01:36,420 in the actual Roblox game player. 30 00:01:36,690 --> 00:01:40,920 All right, so now I'm in my core game inside of the Roblox player. 31 00:01:40,920 --> 00:01:45,960 And as you can see, when I hit F9 on the console, we get to see all the print statements printed out 32 00:01:45,960 --> 00:01:50,490 that the client was loaded and everything was loaded, initialized, and started. 33 00:01:50,490 --> 00:01:54,840 And then we can go to the server and see that all went well on the server as well. 34 00:01:55,710 --> 00:01:58,110 Now we can go ahead and create a new server. 35 00:01:58,380 --> 00:02:03,030 I'll just create it with the size of one, create the server, and I want to start this game with just 36 00:02:03,030 --> 00:02:07,200 me inside of it, and it should be able to teleport us back to our starting place. 37 00:02:07,680 --> 00:02:11,970 And it looks like we got an error of attempted to teleport to a place that is restricted. 38 00:02:11,970 --> 00:02:16,620 So it appears that we actually may need to go and edit the settings in that place and make it actually 39 00:02:16,620 --> 00:02:17,460 playable. 40 00:02:18,000 --> 00:02:23,520 So back in studio here, I believe one thing I forgot to change inside of our game settings is that 41 00:02:23,520 --> 00:02:29,220 we need to change the permission for our game, and we want to go ahead and make this game public. 42 00:02:29,890 --> 00:02:33,820 And then the next thing we need to do is we actually need to go into our second place. 43 00:02:33,820 --> 00:02:35,560 So I'm going to open it up here. 44 00:02:36,790 --> 00:02:38,650 And inside of our main story place. 45 00:02:38,650 --> 00:02:43,270 We actually want to go into the game settings for this one as well, and make sure we change the permission 46 00:02:43,270 --> 00:02:44,230 to public. 47 00:02:45,180 --> 00:02:49,830 And then we also want to make sure that we have allow third party teleports enabled. 48 00:02:49,830 --> 00:02:54,900 So if we save that and then go ahead and publish this as well. 49 00:02:57,960 --> 00:03:01,530 We should be able to teleport to our other place now. 50 00:03:01,860 --> 00:03:04,950 Okay, so now hopefully this should be working. 51 00:03:04,950 --> 00:03:10,590 If we go to create a new server and we want to start the game and get teleported to the next section, 52 00:03:10,590 --> 00:03:15,450 hopefully we won't get that error anymore and it doesn't seem like we're going to get the error. 53 00:03:15,480 --> 00:03:16,350 There we go. 54 00:03:16,710 --> 00:03:19,560 We got teleported to our next place. 55 00:03:19,560 --> 00:03:20,580 Very nice. 56 00:03:20,580 --> 00:03:26,100 Now the next thing we need to do is to go ahead and script and set up the story part for our horror 57 00:03:26,100 --> 00:03:28,980 game, and let's go ahead and do that real quick. 58 00:03:29,010 --> 00:03:35,580 So now we're back into our starting or main story place, and I attached a model to this lecture that 59 00:03:35,580 --> 00:03:39,300 you're going to want to go ahead and grab and insert into your game. 60 00:03:39,300 --> 00:03:43,110 It contains all of the assets for the story mode that we're going to need. 61 00:03:43,110 --> 00:03:46,650 So you want to go ahead and click on that and insert it into your game. 62 00:03:46,650 --> 00:03:50,400 Once you actually have it inside of your My model section. 63 00:03:50,790 --> 00:03:55,350 And now that we have our place inside of the game, oops, we zoomed out way too much. 64 00:03:55,350 --> 00:03:58,140 Let me go ahead and come in real quick here. 65 00:03:58,140 --> 00:04:00,240 So if I go to a part there we go. 66 00:04:00,870 --> 00:04:01,590 All right. 67 00:04:01,590 --> 00:04:03,300 So we have our map here. 68 00:04:03,300 --> 00:04:04,260 Very nice. 69 00:04:04,260 --> 00:04:08,850 And what we're going to need to do is to delete the original base plate in our game. 70 00:04:09,560 --> 00:04:14,210 And we can go ahead and get rid of the original spawn location as well. 71 00:04:14,630 --> 00:04:17,360 So this is going to be our total and complete map. 72 00:04:17,360 --> 00:04:22,610 Any players that join into the server are all going to be spawned inside of this box here. 73 00:04:22,610 --> 00:04:26,990 And how it's going to start, because we're going to have every single player's camera attached to an 74 00:04:26,990 --> 00:04:29,000 invisible part here on this bus. 75 00:04:29,000 --> 00:04:34,520 And this bus is going to drive down as our camera follows it all the way to the restaurant, and our 76 00:04:34,520 --> 00:04:39,170 player is going to get dropped off here and they're going to go inside of our building. 77 00:04:39,440 --> 00:04:44,390 Go ahead and ignore these models for now, because they're actually supposed to be in server storage 78 00:04:44,390 --> 00:04:46,340 and replicated storage and things like that. 79 00:04:46,340 --> 00:04:51,620 Currently, all of the different assets are in the workspace, which it won't be like that when we've 80 00:04:51,620 --> 00:04:55,760 actually ungrouped all of these different things into their respective services. 81 00:04:55,760 --> 00:04:58,730 But we can go ahead and take a look around at the map here. 82 00:04:58,730 --> 00:05:01,130 Again, similar layout to the lobby. 83 00:05:01,130 --> 00:05:06,650 Instead, uh, I had some extra rooms filled out, like we have the restroom here, which we'll be using 84 00:05:06,650 --> 00:05:09,140 to complete some tasks for the toilet. 85 00:05:09,140 --> 00:05:15,860 We have a nice kitchen filled out the office, and then I've added a basement section in the back here. 86 00:05:15,860 --> 00:05:21,320 And this is going to be the area where the players are going to be wandering around the map, looking 87 00:05:21,320 --> 00:05:25,940 for a key and avoiding our AI monster who's going to hunt them down. 88 00:05:25,940 --> 00:05:32,000 Eventually, their goal is to unlock this door and enable the breaker to open up the exit door. 89 00:05:32,000 --> 00:05:35,660 And when they hit the exit door, basically our game will be over. 90 00:05:35,660 --> 00:05:41,030 We have a bunch of these different points in here that our AI Squidward is going to pathfind to. 91 00:05:41,060 --> 00:05:43,760 He falls out and spawns from the ceiling. 92 00:05:43,760 --> 00:05:46,010 So I have different zones in the ceiling. 93 00:05:46,010 --> 00:05:47,690 Let me go ahead and see if I can find one of them. 94 00:05:47,690 --> 00:05:54,140 Here's one of them, so we'll spawn them up here at a position he'll walk down, fall through the ceiling, 95 00:05:54,140 --> 00:05:56,570 and begin to pathfind around the map. 96 00:05:56,720 --> 00:06:01,850 Once he reaches a specific amount of iterations to the map and he didn't see any players, we'll respawn 97 00:06:01,850 --> 00:06:07,520 him and he'll fall out of a different spot inside of the ceiling, such as over here. 98 00:06:08,090 --> 00:06:10,460 So we've definitely got a lot of work ahead of us. 99 00:06:10,460 --> 00:06:16,160 But to get the main things out of the way, let's go ahead and move all of these different models into 100 00:06:16,160 --> 00:06:18,110 their respective services. 101 00:06:18,230 --> 00:06:22,460 So the first thing here we can move is this model into the lighting service. 102 00:06:22,460 --> 00:06:24,830 So let's go ahead and delete all of this stuff in here. 103 00:06:24,830 --> 00:06:26,120 And then we can take this. 104 00:06:26,120 --> 00:06:29,600 Put it in the lighting service and ungroup it using Ctrl and U. 105 00:06:29,630 --> 00:06:33,290 The next thing we can do is take this and ungroup it in replicated first. 106 00:06:33,290 --> 00:06:36,200 So Ctrl and U do the same thing with this. 107 00:06:36,200 --> 00:06:41,540 For replicated storage, we want to do the same thing for the server script service. 108 00:06:42,820 --> 00:06:44,980 For server storage as well. 109 00:06:46,010 --> 00:06:49,100 This one is going to go into sound service. 110 00:06:50,220 --> 00:06:53,490 This one is going to go into starter character scripts. 111 00:06:53,490 --> 00:06:56,340 So we'll go ahead and move that into there as well. 112 00:06:56,460 --> 00:06:59,550 This one's going to go into the starter GUI. 113 00:07:00,680 --> 00:07:03,590 This one's going to go into starter player scripts. 114 00:07:04,630 --> 00:07:07,090 And then we'll put this one in teams. 115 00:07:07,090 --> 00:07:09,400 And then this last one is for the workspace. 116 00:07:09,400 --> 00:07:12,130 So we can drag that in here and ungroup that. 117 00:07:12,680 --> 00:07:18,590 And now the last thing we need to do is open up our Readme document and apply some settings inside of 118 00:07:18,590 --> 00:07:19,790 the lighting service. 119 00:07:19,790 --> 00:07:26,480 So inside of the lighting service our ambiance should be 000, brightness should be zero, the diffuse 120 00:07:26,480 --> 00:07:28,730 scale should be something like 0.4. 121 00:07:28,820 --> 00:07:31,640 The specular scale something like 0.2. 122 00:07:32,620 --> 00:07:35,290 The outdoor ambiance should also be 000. 123 00:07:36,530 --> 00:07:39,770 Make sure the lighting technology is on future. 124 00:07:40,130 --> 00:07:42,410 We're going to set the clock time to zero. 125 00:07:42,900 --> 00:07:49,350 And then for the fog, we want to have it start off at like something like five studs and end at 125 126 00:07:49,350 --> 00:07:53,070 studs, and we're going to make the fog color completely black. 127 00:07:53,980 --> 00:07:59,830 So now if we go back into our game, as you can see, it is completely pitch black outside other than 128 00:07:59,830 --> 00:08:02,200 the lights illuminating the street. 129 00:08:02,200 --> 00:08:07,360 And we can come inside of our bright, nicely lit restaurant with our restroom. 130 00:08:07,360 --> 00:08:13,210 We have the kitchen, the office, and then the dark basement that's only illuminated by these light 131 00:08:13,210 --> 00:08:17,290 sources that will go out when the power goes out in our story. 132 00:08:18,000 --> 00:08:22,500 You might notice that we have a whole bunch of different scripts in here, but of course they're all 133 00:08:22,500 --> 00:08:22,920 empty. 134 00:08:22,950 --> 00:08:26,730 We're going to go ahead and have to fill out all of these scripts on our own. 135 00:08:26,730 --> 00:08:31,380 So that's going to be a lot of work, but it's also going to be a lot of fun once we've actually gotten 136 00:08:31,380 --> 00:08:33,120 our game up and running. 137 00:08:33,760 --> 00:08:38,170 Of course, the next things you're going to want to do is you're going to want to make sure that you 138 00:08:38,170 --> 00:08:41,920 have all of the different animations for a regular Squidward uploaded. 139 00:08:41,920 --> 00:08:48,700 So since you already uploaded animations for this guy when we had him in our starting place, you can 140 00:08:48,700 --> 00:08:55,330 go ahead and take those IDs and copy them into their respective animations, or you can directly copy 141 00:08:55,330 --> 00:09:00,550 your original Squidward from the lobby, get his animations out of those ones, and copy the IDs in 142 00:09:00,550 --> 00:09:01,150 here. 143 00:09:01,240 --> 00:09:05,500 But nonetheless, your animations should be within your inventory. 144 00:09:05,500 --> 00:09:12,610 So if you actually go to my animations inside of your toolbox, you'll be able to see the animations 145 00:09:12,610 --> 00:09:18,790 that you've uploaded, and you can copy those IDs and paste them into the different animation, uh, 146 00:09:18,790 --> 00:09:20,020 instances. 147 00:09:20,440 --> 00:09:25,480 And then for our handsome Squidward, I let me actually put him in the workspace. 148 00:09:25,480 --> 00:09:32,500 So if we go to other stuff and server storage, we have our handsome Squidward I we put him in the workspace 149 00:09:32,500 --> 00:09:33,940 and we'll find him here he is. 150 00:09:34,780 --> 00:09:37,720 He has some animations in here that you're going to have to upload. 151 00:09:37,720 --> 00:09:43,870 You want to upload his walking animation, his running animation as well as his idalene animations. 152 00:09:43,870 --> 00:09:47,200 So make sure you go ahead and go to the avatar tab. 153 00:09:47,200 --> 00:09:53,260 Open up the animation editor, select him and make sure you get all of his different animations uploaded, 154 00:09:53,260 --> 00:09:55,360 such as as a walking animation. 155 00:09:55,360 --> 00:09:58,840 We'll load his running animation. 156 00:10:00,920 --> 00:10:06,650 As well as his other idling animations such as this one and. 157 00:10:07,800 --> 00:10:11,220 Um, I think we'll be able to use this one as well. 158 00:10:11,720 --> 00:10:17,150 So make sure you get those animations uploaded and once you've copied the IDs, you can go to the animate 159 00:10:17,150 --> 00:10:22,160 script that's already inside of our handsome Squidward AI, and you'll want to put them inside of, 160 00:10:22,160 --> 00:10:23,840 for example, the walk animation. 161 00:10:23,840 --> 00:10:27,230 You'll put the ID in here for the running animation. 162 00:10:27,230 --> 00:10:28,610 You'll put it in here. 163 00:10:29,420 --> 00:10:35,060 Uh, for the idle animation, you can put the main one inside of idle animation one, and then the one 164 00:10:35,060 --> 00:10:40,850 where he looks around, you can put that one in animation number two, all of the other different animations 165 00:10:40,850 --> 00:10:45,920 you're not going to have to worry about because he's not going to sit, swim or do any of the other 166 00:10:45,920 --> 00:10:46,430 stuff. 167 00:10:46,430 --> 00:10:51,110 These are just all of the different default animations that are originally for players, but you're 168 00:10:51,110 --> 00:10:52,520 not going to have to worry about those. 169 00:10:52,520 --> 00:10:57,080 The only ones you're going to have to worry about are his idling animations, his walking, and his 170 00:10:57,080 --> 00:10:58,250 running animation. 171 00:10:59,020 --> 00:11:04,150 All right, so the next thing I wanted to take a look at with you are the different guys that we have 172 00:11:04,150 --> 00:11:05,830 inside of our starter GUI. 173 00:11:06,070 --> 00:11:09,760 So let me go ahead and make sure UI visibility is enabled, which it is. 174 00:11:10,540 --> 00:11:12,970 And here is our main guy. 175 00:11:13,000 --> 00:11:14,230 So currently it's enabled. 176 00:11:14,230 --> 00:11:16,330 But all of the frames aren't. 177 00:11:16,330 --> 00:11:20,320 But basically what's going to happen is we're going to have a bunch of different frames for particular 178 00:11:20,320 --> 00:11:20,890 things. 179 00:11:20,890 --> 00:11:24,250 So for example, we're going to have this frame enabled on our screen. 180 00:11:24,250 --> 00:11:28,330 That's going to show us the current objectives that we need to complete in our story. 181 00:11:28,330 --> 00:11:34,750 Such objectives could be something like completing tasks, earning enough money to pay rent, because 182 00:11:34,750 --> 00:11:35,890 that's how the story is going to go. 183 00:11:35,890 --> 00:11:38,050 We have to make enough money to earn rent. 184 00:11:38,380 --> 00:11:43,330 Uh, it'll give you tasks like go look for a particular thing, find a way out of the basement and things 185 00:11:43,330 --> 00:11:44,140 like that. 186 00:11:44,140 --> 00:11:48,640 We're also going to have a frame for displaying the current tasks that we must complete. 187 00:11:48,640 --> 00:11:53,380 So in the beginning, we're going to have a bunch of tasks for the player, such as cleaning the tables, 188 00:11:53,380 --> 00:11:58,690 sweeping the floor, uh, stocking the kitchen and cleaning the toilets and stuff like that. 189 00:11:58,690 --> 00:12:01,930 And we have different, uh, props around the map to do those things for. 190 00:12:02,320 --> 00:12:06,820 We're going to have this frame for when the player dies and they can go and spectate people. 191 00:12:06,820 --> 00:12:09,250 And there's also a button for them to respawn. 192 00:12:09,250 --> 00:12:11,260 And we're going to charge them Robux. 193 00:12:11,260 --> 00:12:15,880 So when they die, they can buy a developer product for like ten Robux or 25 Robux or whatever you'd 194 00:12:15,880 --> 00:12:19,120 like to price it for them to respawn back into the basement. 195 00:12:19,900 --> 00:12:23,080 We're also going to have this frame here. 196 00:12:23,560 --> 00:12:29,440 Um, currently all of the labels are transparent, but when the player escapes from the basement or 197 00:12:29,440 --> 00:12:35,050 they fail to escape from the basement, it's going to give this outro frame to them, giving them information 198 00:12:35,050 --> 00:12:40,540 like, uh, their stats for the game, how much money they earned, how many tasks they completed, 199 00:12:40,540 --> 00:12:41,980 and things like that. 200 00:12:42,760 --> 00:12:47,680 This frame we're going to display onto their screen when they collect some money. 201 00:12:47,680 --> 00:12:51,100 So we're going to have money scattered around the map that players can find. 202 00:12:51,100 --> 00:12:54,700 And they can pick that stuff up to earn more money for themselves. 203 00:12:55,030 --> 00:13:02,410 Currently, I believe these are all set to be transparent as well, but if I try to change the transparency, 204 00:13:02,410 --> 00:13:07,990 we'll basically have this little money logo and a dollar amount and it'll just kind of float up their 205 00:13:07,990 --> 00:13:12,490 screen a little bit and then fade out and we'll play like a little, uh, money collection sound. 206 00:13:12,820 --> 00:13:15,850 So that's how we're kind of going to do that one as well. 207 00:13:16,530 --> 00:13:20,970 This frame here is going to be at the very beginning of our game. 208 00:13:20,970 --> 00:13:22,950 It's going to give some context for the players. 209 00:13:22,950 --> 00:13:25,440 So when they join the game, it'll give us the time. 210 00:13:25,440 --> 00:13:30,630 11 p.m. it'll display another message like you're on the way to the Krusty Krab on a bus. 211 00:13:30,630 --> 00:13:34,500 And basically it'll tell them, make sure you get enough money to earn rent. 212 00:13:35,130 --> 00:13:38,790 And then this frame we're going to display onto the screen when they die. 213 00:13:38,820 --> 00:13:43,590 So when they get killed by the handsome Squidward, we're going to basically fade this thing in, which 214 00:13:43,590 --> 00:13:48,330 is a black screen, and we're going to display a text label to them of you died. 215 00:13:48,330 --> 00:13:51,510 So I believe I have to change the text transparency. 216 00:13:51,510 --> 00:13:53,040 So change that to zero. 217 00:13:53,040 --> 00:13:57,330 It'll say you died and they'll go into the spectate frame. 218 00:13:58,130 --> 00:14:03,770 Another thing we have here is a little text label for a countdown, so they'll have a certain amount 219 00:14:03,770 --> 00:14:08,930 of time to complete all of the tasks and fulfill their task objective, and that will be counting down 220 00:14:08,930 --> 00:14:10,370 at the top of their screen. 221 00:14:10,520 --> 00:14:16,250 And then this small little text label down here is going to be displaying information or messages to 222 00:14:16,250 --> 00:14:16,970 the player. 223 00:14:17,000 --> 00:14:22,370 So for example, if they try to open a door that's locked, a little message will appear at the bottom 224 00:14:22,370 --> 00:14:24,590 of their screen that says the door is locked. 225 00:14:24,590 --> 00:14:29,240 Or for example, maybe they try to sweep the floor without using a broom. 226 00:14:29,240 --> 00:14:34,340 It'll display to them that, hey, you need a broom to complete this task, and things kind of like 227 00:14:34,340 --> 00:14:34,670 that. 228 00:14:34,670 --> 00:14:39,050 It allows the server basically to give a message to a specific player. 229 00:14:39,640 --> 00:14:44,890 This other guy that we're going to have here is going to display the messages in the game. 230 00:14:44,890 --> 00:14:50,320 So basically, our Squidward friend here is going to talk, his image is going to appear here, and 231 00:14:50,320 --> 00:14:55,180 his name will be down here, and this box will have him, uh, saying out messages. 232 00:14:55,180 --> 00:15:01,000 So we'll have like a typewriting effect where the message will slowly appear out and the players can 233 00:15:01,000 --> 00:15:01,930 go ahead and read that. 234 00:15:01,930 --> 00:15:08,050 And, you know, our Squidward friend here is basically talking, and then this last guy here is going 235 00:15:08,050 --> 00:15:12,670 to be our stamina guy, which will display to the players how much stamina they have left. 236 00:15:12,670 --> 00:15:18,340 So there will be a border and a fill, and that fill will go up and down depending on how much stamina 237 00:15:18,370 --> 00:15:19,480 the player has. 238 00:15:19,480 --> 00:15:22,030 Pretty simple guy for that one as well. 239 00:15:22,450 --> 00:15:27,310 Now before I forget, we actually have one more thing we need to upload animations for and that's in 240 00:15:27,310 --> 00:15:28,630 replicated storage. 241 00:15:28,630 --> 00:15:32,440 We have a model in here that we're going to use for jumpscares. 242 00:15:32,440 --> 00:15:37,540 So when the AI Squidward grabs one of the players or attacks one of the players, we're going to jump 243 00:15:37,540 --> 00:15:37,960 scare them. 244 00:15:37,960 --> 00:15:39,370 Using this jump scare model. 245 00:15:39,370 --> 00:15:44,170 So if I drag this into the workspace and we can go ahead and go to it, it's currently dark, but we 246 00:15:44,170 --> 00:15:49,090 have another Squidward in here and a dimly lit room, and we're basically going to have the player's 247 00:15:49,090 --> 00:15:52,870 camera, like, right up in his face, and he's going to go ahead and jump scare them. 248 00:15:52,870 --> 00:15:59,920 So if we go to our Squidward friend here, unfortunately, I don't believe I saved the jump scare animation 249 00:15:59,920 --> 00:16:04,930 for him, but that's okay because this gives you a little bit of an opportunity to mess with the animation 250 00:16:04,930 --> 00:16:05,470 editor. 251 00:16:05,470 --> 00:16:07,750 So we can go to the animation editor. 252 00:16:07,750 --> 00:16:10,450 Select our Squidward friend here. 253 00:16:11,090 --> 00:16:15,890 And for this animation clip we can just call this jumpscare one. 254 00:16:17,540 --> 00:16:20,900 And we don't need to do anything particularly fancy. 255 00:16:20,900 --> 00:16:27,170 But what I could do here is we could just basically have the head position kind of forwards a little 256 00:16:27,170 --> 00:16:27,920 bit. 257 00:16:28,100 --> 00:16:29,270 That might be a little bit too much. 258 00:16:29,270 --> 00:16:34,430 Let me enable the move and like move it back a little bit so we could have the head go forward a little 259 00:16:34,430 --> 00:16:35,210 bit. 260 00:16:35,210 --> 00:16:39,860 We could have it maybe look slightly up, something like that. 261 00:16:40,680 --> 00:16:45,870 And basically what we'll just do is we'll just have this head rotate back and forth a bunch of times. 262 00:16:46,380 --> 00:16:52,980 So what we could do here is I could just have this rotated something like this to the left, and then 263 00:16:52,980 --> 00:16:56,490 we move a couple frames down and rotate it something to the right. 264 00:16:56,970 --> 00:17:00,060 And then we can just have it rotate back to the left again. 265 00:17:00,060 --> 00:17:02,280 And we'll basically just loop this. 266 00:17:02,280 --> 00:17:07,440 So this kind of head shaking animation will be playing in front of their screen. 267 00:17:07,440 --> 00:17:09,480 And we'll play a loud sound at them. 268 00:17:09,480 --> 00:17:12,240 So this is just kind of our basic little jump scare. 269 00:17:12,240 --> 00:17:14,280 You could also do something with his arms as well. 270 00:17:14,280 --> 00:17:16,590 Like have his arms reach out and grab something. 271 00:17:16,590 --> 00:17:23,010 This is kind of like some freedom for you to mess around with moving the bones of this character here. 272 00:17:24,030 --> 00:17:28,890 But basically, once you've got your jump scare animation figured out, you'll want to go ahead and 273 00:17:28,890 --> 00:17:33,990 set the animation priority to action, make sure it's looped, and then you can go ahead and publish 274 00:17:33,990 --> 00:17:35,430 this to Roblox. 275 00:17:35,430 --> 00:17:39,990 So this is going to be my jump scare one for handsome Squidward. 276 00:17:40,890 --> 00:17:42,510 Submit that bad boy. 277 00:17:42,510 --> 00:17:49,950 You can go ahead and copy your ID and paste that inside of the jump scare animation instance right here, 278 00:17:50,040 --> 00:17:51,990 and just paste your ID in there. 279 00:17:52,610 --> 00:17:58,820 And in fact, one more thing before I actually forget, I've also attached a rain plugin to this lecture 280 00:17:58,820 --> 00:18:01,040 that's going to emulate rain Forest in the game. 281 00:18:01,040 --> 00:18:03,830 So you want to go ahead and grab that plugin as well. 282 00:18:03,830 --> 00:18:08,150 Go to your My Plugins section, click it and make sure you install it into studio. 283 00:18:08,150 --> 00:18:13,220 And once you've installed it, you can go to the plugins tab and open up the editor for our rain here. 284 00:18:13,700 --> 00:18:17,690 And basically there's a few settings that we'll want to change for our rain. 285 00:18:19,000 --> 00:18:22,870 So let me go ahead and go back into our workspace. 286 00:18:23,200 --> 00:18:24,250 Let me find the map here. 287 00:18:24,250 --> 00:18:26,320 It's kind of hard to see when it's so dark. 288 00:18:27,650 --> 00:18:27,890 Here. 289 00:18:27,890 --> 00:18:33,620 We'll go back to our main restaurant, and then we'll make sure to move our jump scare model back into 290 00:18:33,620 --> 00:18:34,730 replicated storage. 291 00:18:34,730 --> 00:18:36,140 So don't forget that as well. 292 00:18:36,140 --> 00:18:38,390 Put that inside of your instances folder. 293 00:18:39,050 --> 00:18:43,970 But basically here for our rain editor you're going to want to firstly enable it. 294 00:18:43,970 --> 00:18:49,190 And it will ask you do you want to allow plugin Rain plugin to manage scripts in your game? 295 00:18:49,190 --> 00:18:50,390 You will hit allow. 296 00:18:50,390 --> 00:18:51,350 It's okay. 297 00:18:51,470 --> 00:18:54,500 And then we'll make sure we've got this enabled. 298 00:18:54,500 --> 00:18:59,240 And once you've got that enabled, it's going to insert a rain script inside of starter player scripts 299 00:18:59,240 --> 00:19:00,050 for you. 300 00:19:00,630 --> 00:19:04,680 And now we can go ahead and edit some settings within our reign editor. 301 00:19:05,100 --> 00:19:09,720 So for the intensity, you'll want to set that to something like 0.6. 302 00:19:10,800 --> 00:19:13,560 For the light emission you can keep that at 0.5. 303 00:19:13,560 --> 00:19:18,660 And then for the light influence you can decrease it to something like around 0.8. 304 00:19:19,370 --> 00:19:25,550 The speed ratio, you're going to want to definitely decrease to something like around 0.8 as well. 305 00:19:26,000 --> 00:19:30,320 And the transparency you can keep at zero and the volume you can keep at point two. 306 00:19:30,650 --> 00:19:37,100 And then down here you want to change the transparency threshold to something like 0.98. 307 00:19:37,490 --> 00:19:41,660 And then you also want to enable that roofs must be can collide. 308 00:19:41,870 --> 00:19:44,690 Because this rains particles interact with objects. 309 00:19:44,690 --> 00:19:47,930 In our game we have this invisible roof over the restaurant. 310 00:19:47,930 --> 00:19:54,110 That way rain can't get inside of the building because the collision can be a little weird on parts 311 00:19:54,110 --> 00:19:55,910 or unions like these. 312 00:19:55,910 --> 00:20:01,430 So I've just put this invisible roof over the restaurant, just in case we don't see any rain coming 313 00:20:01,430 --> 00:20:02,720 into the building. 314 00:20:02,720 --> 00:20:08,540 And I've also put some other invisible parts around the map that way rain doesn't come into the basement 315 00:20:08,540 --> 00:20:09,650 as well. 316 00:20:10,180 --> 00:20:10,720 All right. 317 00:20:10,720 --> 00:20:13,900 Other than that, I think we've got all of our setup complete. 318 00:20:13,900 --> 00:20:17,410 The next thing we need to do is just script a bunch of stuff in our game. 319 00:20:17,410 --> 00:20:19,870 So I'll go ahead and see you in the next lecture.