In this lecture.
We are going to start with our game here.
So this will be the second game we're making in this course.
And I was thinking for a while actually what game to make here.
But I decided to make a speed simulator based game.
So basically happened is it's like any other simulator where there's some certain stats which the player
has and they can do something to increase this stats.
Um, I wanted to do that.
Um, but with the walking speed.
So, um, the, um, the player, the longer the further distance the player walks, um, it will increase
or but the amount, the amount the player walks, it will increase their speed.
Um, and with that speed, you can then buy items, um, which will then get you more speed as you go
along.
Um, was the idea I had for this.
Um, so I'm going to be teaching how to make the base game on here.
And once we do that, I really encourage you to go off and maybe make your own additions to this as
well.
Now, again, just like with the other, other, other, um, game game section we had about the obby,
it's really up to you how you use this.
Um, some people prefer to, um, kind of just to use this as, like a base example and to go off and
make their own kind of one.
Or you might prefer to watch this and copy it through.
Exactly.
Then add it is up to you exactly how you want to use this, but it is here if you do want it.
Um, so in this first lesson, we are going to be just making the, um, the base map and kind of starting
things up before we get into the proper coding and stuff of the systems in the next lecture.
Of this game as it is Speed simulator.
We do have a slight issue when it comes to this because it being a speed simulator, players are going
to be able to travel pretty fast.
I mean, if we quickly go and play the game here.
Um.
Just to see.
And if I go into my character here over in the humanoids, the warp speed.
So let's do 100.
And you can see how fast player is going to be able to travel and very, very without without a lot
of time at all.
Vervenne reached the end of his base plate, so you can see how if a player had a speed of like 1000,
for example, which would be easily achievable in our game, but you would just need such a large map
really for this?
I mean, this distance here would just not be enough.
So I mean, if you were to hand build and make this all yourself, it would take you forever, okay?
Which is why I've opted to opted to use terrain for this as we can easily generate some terrain, a
large expanse of terrain, um, play some borders where the terrain stops and that can be used as our
map simply because for other simulators you'd probably be okay with doing so, but it would just take
so incredibly long to make this all ourselves because of a sheer, um, speed.
But the player is going to be able to travel, so I'm going to delete the spawn location and base plate
for now.
I'm going to generate some terrain.
I'm going to go over to the terrain editor up here and click generate.
Now I want this to be a very, very large area so we can start it from a center.
I'm thinking 100 by 100 looks like this.
Um, I was thinking 10,000 by 10,000.
Now we don't want it too large.
But this is what I tested out, and I think.
I think this here is quite a good distance because, um, you don't want the map to be too large, but
it's going to be lagging out your game.
But if it's too small, um, the player is going to be walking back and forth.
It's not going to be very interesting.
Um, so I've also opted to change the size along the Y to be quite small.
If it's very hilly, um, players can very easily kind of fly off the hills because of the speed that
they're walking.
Um, so by making it very flat is very easy for the player to navigate around because it's been quite
it's quite difficult to control the player at high speeds.
You will find out the biomes to apply.
This is kind of up to you really.
Um, I've, I chose to use plains, hills and mountains.
Um, water probably won't won't work very well.
Um, and I think mountains won't really.
It won't generate massive mountains because we're not, um, the y value for the size is not high enough.
Um, and canyons as well, players might be able to get stuck in the canyons in the.
The caves to be off here.
I don't really want caves and keep everything else the same and click generate.
So this will be taking a while to generate is a lots of terrain here.
But and this will generate a map um, for our game basically.
So I think this method will just save us a lot more time.
Compared to making this all ourselves.
And to be honest, we'll probably look better as well, because if we're making a map that's like 10,000
by 10,000 studs wide, um, it's not going to be very good if it's only if you're only looking and spending
like half an hour or an hour making it.
Um, so.
Yeah.
Now, while this is loading, we can just talk about the borders.
So, um, we placing some parts around the borders of the terrain, um, because don't want to play
to be able to fall off the terrain.
It's not very not, it's not realistic, but it's just not very good because you don't want the player
to be able to fall off, particularly die respawn.
It's just if you're if you're extremely if you're extremely fast, you want to be stopped by some kind
of border basically.
So we're placing those around.
Um, I'll probably start talking through and then probably skip to when I have done it.
Because because of the size of this terrain, um, we won't just be able to do four parts in like a
box shape that have to be multiple, because the maximum size of the part is, I believe, 2048, um,
whereas the size of its terrain is 10,000 along each side.
So we are going to need a bit more than, than the limits there basically.
So this is almost done.
I'm going to add a folder into into workspace and call this border parts.
This was where our board is going to go and our train is being generated.
So we've got a nice terrain here.
And if I quickly just play the game here just to show you, um.
I don't think it looks quite nice.
Now we can obviously change this boarding and stuff, but it's a large open area for us to be able to
walk through, and I do quite like that.
And it's it's not just like plain grass, it's got a bit of detail to it and it does look quite interesting.
Um, for I'd probably recommend adding some bits in though.
So like some like little bits to add in, especially around the spawn area.
Um, but for the most place, most for most part you kind of want to do the opposite for this game and
make a, um, very flat, open map.
Whereas other games you probably want to map to a lot more details than this, simply because there's
no point building a, um, little town or something because the players, once they get there, it's
just being able to zoom past it all.
But you can see the size of all of this here.
So I think it's a very good size.
It's not overkill, but it's not too little.
We have lots of bits and some bits of water, but that should be fine.
So I'm just navigating over to the edge of it over here.
Um.
So this is the corner.
Now it's four corners.
We need to add in the border part.
So let's add a part into this here.
Now the part up here I'm going to change the color of this to be white and the material to be force
field.
Um.
Topography force field so you can see it, but it's very, very difficult to see.
Um, so it's not it's not an invisible barrier.
You can tell it's there, but it's not going to be taking up too much.
It's only too obvious it's there.
Basically.
Anchors obviously will have to be on and can collide.
Very important has to be on there as well.
This one cast shadow I'd turn off as well personally.
Otherwise there's massive shadows at all the corners.
Okay, so let's put this into place now.
So we have the part here.
We want it.
In cyber terrain and I would say a couple extra down as well, just in case there's any bits of water
or stuff like that, um, around it.
And let's bring it up relatively high, not too high, but a decent amount I would say to about 100
I think would be good.
There we go.
And um, let's get it over.
So I have chosen to do it.
Not right at the edge because it kind of dips down a little bit, but just in slightly.
Um.
Is good and let's move this a bit more into place.
There we go.
And then let's duplicate this part.
Rotate it slightly and move it into place again.
Uh, we will need to move this to be 0.5 because we've rotated it.
Cool.
Change it back to one and let's move it into place over here as well.
Okay.
Um, that's not quite lined up.
We need to change that back.
Back to 0.5 again.
There we go.
Okay.
So I'm going to go ahead now.
And, um.
Scale all these out.
So I'm going to do the two edges along this way and along this way.
And then once I've once they're all lined up I'm going to just duplicate them, rotate them 180 degrees
and it will do the other two corners as well.
Okay.
Not much point me showing you this.
It's just a bit boring, really.
So, um, yeah, I'll skip forward to when I've finished that.
Okay, so I've finished all of that now.
So we've got a nice terrain based map here with some borders around.
So this will work great for all of the players.
And, um, you know, a large open area for all the players to be able to work on.
Okay, so we've done now with the map creation of side side of things.
So in the next lecture we're going to start scripting the basic walking system.
So this is the actual system where the player if the player walks forward they get more speed.
And also we'll need to set up some leaderstats and a data store as well.
So join me in next lecture.
We're going to have a look at that.