Monday, September 12, 2016

An Untitled Space Game: Yay, Level Transitions!

I put in a little bit of time this weekend—in between the hours of Legion I played—to figure out the next big hurdle in my game: level transitions.

Okay, okay, those of you that use Unity know it's not actually hard to do. I know that NOW of course, but like most things it's the learning that takes time. Well, that and the application of that knowledge. Right now it's a very basic piece of code:


using UnityEngine.SceneManagement;

void Update ()
{
       if Input.GetKey(KeyCode.G))
       {
                SceneManager.LoadScene("interiorFactory");
       }
}


See? Pretty simple. Of course that's active everywhere in the world right now. Can't have that. We need trigger points to make it feel like a game. I also need to solve the, "I'm back in my ship now but oh we're at the start of the game instead of the site I landed at" problem.

So what do I have to do next? Well let's consult my new, handy-dandy checklist:

Pre-release 0.1a

Flight model for ship Complete
Collisions on planet Complete
Level transition code Complete
Trigger points for landing entry In Progress
Remember ship location on level exit Incomplete
Movement system for player In Progress
Movement system for robot helper Incomplete
Trigger point for interior exit Incomplete
Planet design Incomplete
Level design (4 buildings on starter planet) Incomplete
Art In Progress
Lighting Incomplete
UI Incomplete

There's stuff I'm missing in there, I know there is, but this is what I can think of right now. It's definitely a challenge to manage this project at the same time I'm creating and learning new things, but it's fun. I finally know that this is something I want to do for the rest of my life, even if it's only as a hobby.

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