Alrighty, now we are getting into the meat and potatoes of this course.
Our final project is going to be a horror game that helps to teach us how we can structure the scripts
in our game, in a professional and organized manner.
That makes it easy for us to expand and create new scripts and content later on.
This final project is going to teach us how to create a lobby for our game, complete with camera animations,
lighting effects in the background, and giving our players the ability to create custom servers that
other players or their friends can join.
As you can see, we can create a server and customize it by changing the player count or by adding a
password to the server.
After our players have created and started, their server will teleport them all to a reserved server.
To start the story section of our horror game.
In our story section, we have a nice intro scene to greet all of the players and give them some context
for the story.
And we also have their cameras animate along with this bus that will be transporting them to the Krusty
Krab.
We'll learn to create custom doors with a custom tween service, and will also script a typewriting
effect on the screen to further improve our story and immersion in our game.
From this point, we have a section in our story where our players must complete some basic tasks that
get updated in the top right of our screen, and then once either the timer goes out or all of our tasks
are complete, we then flicker all of the lights inside of the building, and then we cut out the power
to force the players to enter into the basement.
We also have a system where some random money items are scattered around the map that the players can
collect to earn some money.
Once the players start to go down the stairs, we have their cameras cut to another scene to show them
that they are now trapped in the basement and must find their way out.
We have lockers that players are able to hide in, and we also have batteries scattered around the basement
that players can use to recharge their flashlight.
Inside of our basement, we have a scary I Squidward monster that chases around our players and jumpscares
them while our players try to find a key to open a door in the basement and restore the power.
If any of our players die, we place them inside of a spectating system where they are able to watch
other players and even purchase a developer product if they want to respond back into the map.
Once the players have restored the power, we can start a timer for the players to escape before they
lose.
Once the players reach the exit door and escape, we display some stats on the screen and then we can
teleport them back to the lobby.
All of the code and the completed game will be attached to the lectures, so you don't get lost along
the way.
If you're ready to jump into this big project, then I will see you in the next lecture.