Dev Log: Level loading, complete!

Since this is the third post about this process, I’m going to try and keep it short.

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.

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Dev Log: How deep does the rabbit hole go?

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.

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