Alrighty.
Welcome back.
Let's get started with setting up this project.
If you haven't already, go ahead and create a new game with an empty base plate.
Now, since this is going to be a small project, we won't need instant streaming so we can go ahead
and disable it underneath the workspace because it's going to be enabled by default.
Now we can go ahead and open up the toolbox, because I've attached this model to the lecture that's
going to contain all of the assets you'll need for setting up this project.
So you can go ahead and insert it into your game.
And now that we have inserted into our game, the next thing that we're going to do is we're going to
delete everything else in the workspace, such as the base plate and the spawn location, because these
assets are going to have everything we need for the game, including our base plate as well as our spawn
location.
So you can go ahead and go in here and ungroup every single one of these models into their respective
services.
So we can take this model here and we can ungroup it in the workspace.
We'll go ahead and take this and ungroup this and Replicated Storage.
We can go ahead and ungroup this inside of Server Script service.
Same goes for the sound service.
We'll place that in there.
Ungroup that.
We'll ungroup this in the starter GUI.
And then we'll go ahead and ungroup this in Starter Player scripts.
Put that in there and we'll ungroup that.
Now the way we're going to be setting up this project is going to be the exact same that we did in our
previous project.
So we're going to have one single server script that's going to go through, and it's going to set up
each of these services in this folder as well as on the client.
It's going to go through and set up every single one of those local script or module script handlers
inside of this folder right here, the exact same thing that we've done before.
Now let's actually go ahead and take a look at all of the different models that we have for this job.
I'm going to select all of the children in here and I'm going to move them into the workspace.
So here are the ten different models that I've provided for this project.
Each of these models has a part that signify the starting as well as the ending point for the model
as well.
Every single one of them has a starting part and an ending part, and every single one of these models
are going to have the primary part set to that start part, and having the primary part set to the starting
part allows us to pivot around the starting part, which means we can go ahead and randomly generate
these different models in sequence, infinitely, in whatever direction we want.
And we set that key frame to the ending part, which is inside each of these models.
We also have an invisible part in each one of these models, which is called checkpoint.
And we're going to be using these parts to keep track of exactly what checkpoint the player is at.
So when they hit the first model, that'll be checkpoint one.
And then when they hit the second one, that'll be checkpoint two and so on and so forth.
So every time a player's character hits one of these checkpoint parts, then we're going to increment
it in a leaderboard.
Now we also have some traps set up in each one of these models.
For example here we have this shotgun trap.
And the shotgun trap is set with a little part right here.
And when the player touches this invisible part, it's basically going to be a pressure plate that's
going to move this part down.
It's going to fire the shotgun and kill the player.
We have a shotgun trap and we also have landmine traps.
So for example right here this is a landmine.
If they touch this detect part then the landmine will explode and kill the player.
We also have tripwires here.
So if the player touches that it'll trip them and have them fall over and stuff like that.
So these are going to be like the little miniature obstacles inside of our obby.
Now each one of these traps should be tagged according to which trap they are.
So for example, landmines are tagged with landmine.
Or if we have a tripwire, the tripwire model is tagged as tripwire as well as for the shotgun traps,
these are tagged as a shotgun trap.
So that way we can go ahead and use the collection service to easily grab or listen to when any of these
traps are added into our game, so we can go ahead and move all of these different job models back into
replicated storage.
We'll change their parent back to their Obby models folder, and now we have everything set up to get
started scripting our game.
And that's what we're going to do in the next lecture.
So I will see you there.