All right, welcome back everyone. Now that you have learned some of the essential skills working with Unreal Engine four, it's back to working on our very first project here. Let's start off by taking a look at our finished project and what we're going to be building And welcome back. Hopefully that gets you a little excited for all the work that we got ahead. Okay, take a look at what we've got here. We've got some play mechanics that we are going to be implementing into our project, namely walking, jumping, shooting targets and opening doors always a good idea to identify what are your play mechanics.
We have one simple system in our game we have a health system. Our health will deplete when we hit some hazards and it can be replenished by picking up some health pickups. We have just a few level hazards out there. We've Got some steam jets that can damage us when we touch them. We've got some spinning van, some spinning fans that can hurt us if we hit them. instant kill zones, like pits, spikes, you can choose to add some of those later.
And maybe we'll explore some of that as the course goes on. That's not super essential, but that's a possibility. And I've also identified the time limit as the level hazard itself, you are kind of racing against the clock here to reach the end of the level. In addition to hazards, it's a good idea to identify what are your games objectives, most games have a primary objective as well as secondary objectives. In this one, our primary objective is simply to get the highest score. We could create a leaderboard and a top 10 and all that sort of stuff, but that requires a lot more work.
Not going to do that in this course. But we will say that our players objective is to get the high score. secondary objectives obviously include shooting targets staying alive and completing the level. game rules. Now game rules are essential to any game and really any game that you guys play have, I'm guarantee has a lot of underpinning rules that determine how things work in that world. Some of the game rules in our world are as follows if a player shoots a target, then they receive points, a speed bonus or a time bonus.
Now I highlighted the words if and then in that particular bullet point there because that is really how many rules in games are structured if this than that or sometimes while this than that. Here are a few more rules that we have. If a player touches steam or a fan, then they lose health. That's a rule. If a player touches a health pickup, then they gain health. If a player loses all health, then they restart At the start of the level with score and time intact, if a player reaches a target area, then they complete the level and receive a final score.
And lastly, if a player runs out of time, then we're gonna say it's game over. No score, only option is to quit, or restart. Why is it important to identify these game rules? The reason is because we are eventually going to have to implement some logic into our game to account for all these sorts of events that happen. And if this happens, then what happens and through a process called blueprints scripting, we will make all those game rules a reality. Lastly, I just wanted to share with you all the map design that I am going to attempt to build in this course, I'm going to suggest that you try to build something close to what I am creating.
You can take some creative liberties in there and I'll let you know when you can do that. There are lots of ways to create what we call a paper map design even though it's not always done on paper, you can use simple graph paper. There are a lot of old school designers that still swear by using graph paper to help get the size and scale of your level down. Nowadays, you got a lot of modern day programs you can use as well, Microsoft Visio is a good one. I use a Google extension known as draw.io. To create this top down map you see over on the right hand side, but you can use anything you can use Photoshop, or I don't know anything that you can think of to create a map design.
If you are using Google check out draw.io it's not too shabby. Once you learn it a little bit and just to talk through our map here a little bit. You will see that I've got a legend off to the left identifying key things like where does the player start down here? Where does the level end up here? And also I've kind of got my sections my zone Have the levels sort of mapped out as well in scaled, you can see that I have identified an X coordinate and x plane right here and a y plane. And also I included a numerical value down here 11,000 u u, which stands for unreal units, each unreal unit corresponding to one centimeter just to give me a rough idea as to the overall scale of my level.
Now, I may adjust this a little bit as we go along but that's essentially what I'm going to be shooting for. So always a good idea to create yourself a top down map prior to grey boxing your level. All right, that's gonna do it all for this one guys. In the next one, we're gonna be talking about player metrics. See you there.