In this post, I describe the foundations for designing the game to be level-oriented.
First, we start with level navigation. From this, it is indended that the player selects the level they wish to begin through tapping a 'level selector'.
Level selector: An interactable object (logs in the image) which brings the means for the loading of a level. Each level selector has an associated 'target level' which denotes the level it will load. The prefab contains a script for this, shown below:
In the world map we have level selectors (logs) which, for now, load levels 1 to 5, then the darker logs load levels 30 - 35. This is a requirement in our assignment so as to not have to make too many levles, but show how difficulty varies between both the level ranges. For simplicity, each level will have its own scene. If the game were to become larger in scale, I might address this by using JSON files to store level data. But for the scale of this project, we will go scene by scene.
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