1 00:00:00,470 --> 00:00:01,100 Alrighty. 2 00:00:01,100 --> 00:00:02,240 Welcome back. 3 00:00:02,240 --> 00:00:04,850 Let's get started with setting up this project. 4 00:00:04,850 --> 00:00:09,140 If you haven't already, go ahead and create a new game with an empty base plate. 5 00:00:10,200 --> 00:00:15,510 Now, since this is going to be a small project, we won't need instant streaming so we can go ahead 6 00:00:15,510 --> 00:00:20,760 and disable it underneath the workspace because it's going to be enabled by default. 7 00:00:21,240 --> 00:00:26,910 Now we can go ahead and open up the toolbox, because I've attached this model to the lecture that's 8 00:00:26,910 --> 00:00:30,210 going to contain all of the assets you'll need for setting up this project. 9 00:00:30,210 --> 00:00:32,910 So you can go ahead and insert it into your game. 10 00:00:33,910 --> 00:00:38,110 And now that we have inserted into our game, the next thing that we're going to do is we're going to 11 00:00:38,110 --> 00:00:43,450 delete everything else in the workspace, such as the base plate and the spawn location, because these 12 00:00:43,480 --> 00:00:48,700 assets are going to have everything we need for the game, including our base plate as well as our spawn 13 00:00:48,700 --> 00:00:49,420 location. 14 00:00:49,420 --> 00:00:54,490 So you can go ahead and go in here and ungroup every single one of these models into their respective 15 00:00:54,490 --> 00:00:55,330 services. 16 00:00:55,330 --> 00:00:59,860 So we can take this model here and we can ungroup it in the workspace. 17 00:00:59,860 --> 00:01:03,550 We'll go ahead and take this and ungroup this and Replicated Storage. 18 00:01:03,640 --> 00:01:07,390 We can go ahead and ungroup this inside of Server Script service. 19 00:01:07,810 --> 00:01:09,820 Same goes for the sound service. 20 00:01:09,820 --> 00:01:10,780 We'll place that in there. 21 00:01:10,780 --> 00:01:12,040 Ungroup that. 22 00:01:12,040 --> 00:01:14,890 We'll ungroup this in the starter GUI. 23 00:01:15,010 --> 00:01:19,180 And then we'll go ahead and ungroup this in Starter Player scripts. 24 00:01:20,100 --> 00:01:22,110 Put that in there and we'll ungroup that. 25 00:01:22,110 --> 00:01:27,030 Now the way we're going to be setting up this project is going to be the exact same that we did in our 26 00:01:27,030 --> 00:01:28,170 previous project. 27 00:01:28,170 --> 00:01:32,820 So we're going to have one single server script that's going to go through, and it's going to set up 28 00:01:32,820 --> 00:01:36,630 each of these services in this folder as well as on the client. 29 00:01:36,630 --> 00:01:41,880 It's going to go through and set up every single one of those local script or module script handlers 30 00:01:41,880 --> 00:01:45,690 inside of this folder right here, the exact same thing that we've done before. 31 00:01:46,290 --> 00:01:51,060 Now let's actually go ahead and take a look at all of the different models that we have for this job. 32 00:01:51,090 --> 00:01:56,160 I'm going to select all of the children in here and I'm going to move them into the workspace. 33 00:01:56,160 --> 00:02:01,230 So here are the ten different models that I've provided for this project. 34 00:02:01,230 --> 00:02:08,040 Each of these models has a part that signify the starting as well as the ending point for the model 35 00:02:08,040 --> 00:02:08,520 as well. 36 00:02:08,520 --> 00:02:13,920 Every single one of them has a starting part and an ending part, and every single one of these models 37 00:02:13,920 --> 00:02:20,250 are going to have the primary part set to that start part, and having the primary part set to the starting 38 00:02:20,250 --> 00:02:25,410 part allows us to pivot around the starting part, which means we can go ahead and randomly generate 39 00:02:25,410 --> 00:02:31,320 these different models in sequence, infinitely, in whatever direction we want. 40 00:02:31,320 --> 00:02:36,750 And we set that key frame to the ending part, which is inside each of these models. 41 00:02:36,750 --> 00:02:41,190 We also have an invisible part in each one of these models, which is called checkpoint. 42 00:02:41,190 --> 00:02:46,440 And we're going to be using these parts to keep track of exactly what checkpoint the player is at. 43 00:02:46,440 --> 00:02:49,410 So when they hit the first model, that'll be checkpoint one. 44 00:02:49,410 --> 00:02:53,130 And then when they hit the second one, that'll be checkpoint two and so on and so forth. 45 00:02:53,130 --> 00:02:58,200 So every time a player's character hits one of these checkpoint parts, then we're going to increment 46 00:02:58,200 --> 00:02:59,550 it in a leaderboard. 47 00:02:59,910 --> 00:03:02,820 Now we also have some traps set up in each one of these models. 48 00:03:02,820 --> 00:03:06,090 For example here we have this shotgun trap. 49 00:03:06,090 --> 00:03:10,290 And the shotgun trap is set with a little part right here. 50 00:03:10,290 --> 00:03:14,700 And when the player touches this invisible part, it's basically going to be a pressure plate that's 51 00:03:14,700 --> 00:03:16,860 going to move this part down. 52 00:03:16,860 --> 00:03:19,950 It's going to fire the shotgun and kill the player. 53 00:03:19,950 --> 00:03:23,700 We have a shotgun trap and we also have landmine traps. 54 00:03:23,700 --> 00:03:26,730 So for example right here this is a landmine. 55 00:03:26,730 --> 00:03:31,920 If they touch this detect part then the landmine will explode and kill the player. 56 00:03:31,920 --> 00:03:33,870 We also have tripwires here. 57 00:03:33,870 --> 00:03:38,130 So if the player touches that it'll trip them and have them fall over and stuff like that. 58 00:03:38,130 --> 00:03:43,470 So these are going to be like the little miniature obstacles inside of our obby. 59 00:03:43,770 --> 00:03:48,090 Now each one of these traps should be tagged according to which trap they are. 60 00:03:48,090 --> 00:03:51,330 So for example, landmines are tagged with landmine. 61 00:03:51,330 --> 00:03:59,220 Or if we have a tripwire, the tripwire model is tagged as tripwire as well as for the shotgun traps, 62 00:03:59,220 --> 00:04:01,470 these are tagged as a shotgun trap. 63 00:04:01,470 --> 00:04:07,260 So that way we can go ahead and use the collection service to easily grab or listen to when any of these 64 00:04:07,260 --> 00:04:14,760 traps are added into our game, so we can go ahead and move all of these different job models back into 65 00:04:14,760 --> 00:04:16,470 replicated storage. 66 00:04:16,500 --> 00:04:21,900 We'll change their parent back to their Obby models folder, and now we have everything set up to get 67 00:04:21,900 --> 00:04:24,420 started scripting our game. 68 00:04:24,420 --> 00:04:27,150 And that's what we're going to do in the next lecture. 69 00:04:27,150 --> 00:04:29,280 So I will see you there.