2014 was a…weird year. It was mostly a transitional year, where I started making changes to how I do things. This year, hopefully, I will make more changes to let me make something of this floundering game company. (previous review)
I can now load any level in the game with a simple variable switch! There’s still a few things that have to be fixed for it to be ready for prime time, but the basic functionality is there.
I still need to:
- Make the minimap work. The map itself loads, but I need to write a manager for the icons to load/unload
- The loading changes broke using traps. I need to refactor how I’m handing them so that the UI will manage showing/hiding the trap icons in inventory.
- I still need to make the camera dynamic for the larger levels. It needs to scroll up and down based on the location of the robber.
- There is no cleanup at the end of the level. I was relying on having one level per scene and letting Unity do the cleanup. Since I’m using a single scene for all levels now, I need to do my own cleanup.
So last time I talked about how .plist’s wouldn’t import into Unity without an excessive amount of work and needing to use .txt files instead. I now have the text files brought into Unity as a Text Asset, and created a container class to parse them. The class itself is simple: public variables for the data in the text file, and it uses StreamReader to parse each line of text.