Previously on Space Game. . .
Last time I went to work on ship rotation and thrust. In less than a day I had both of those things working the way I wanted. But I was left with a list of other things to work on. I knew already my next step was going to involve adding a new scene.
Ship rotationCorrect thrust mechanic- Camera Zoom
- Pause Menu
- Main Menu
- Shipyard
- Enemies
- UIObjective indicator
- Ship shield/armor
And Now . . .
I pulled up an older tutorial I had bookmarked on creating a pause, main menu, and game over screen. Even though the tutorial is four years old, it was still helpful.
Pause!
I basically followed the tutorial to the letter, copied the code and pasted it. I did personalize it a little, and in time these things I’ve done will change. One thing I did differently is using the Input Manager instead of directly detecting key presses. It was as simple as changing “Input.GetKeyDown to “Input.GetButtonDown”.
And Scene . . .
Then there was the whole Main Menu thing. That helped me get an idea of how I could switch between scenes. That’s going to be important when it comes to my game. My main menu is actually already very different than the one from the tutorial. I’ve created a couple of different scenes too, although they’re empty at this point.
One thing to note is that the tutorial used a deprecated function “Application.LoadLevel” which I had to replace with “SceneManager.LoadScene” which didn’t work at first. Turns out you have to add the module with “using UnityEngine.SceneManagement;” at the beginning! Once I had that fixed I can easily switch between scenes with a simple script.
Next Time . . .
So, with that done, it’s time to move on to something else. There’s still a lot to do, and the more I complete, the more things will get added to the list. I think I might try tackling the Shipyard next, or maybe camera zoom in gameplay.
Ship rotationCorrect thrust mechanic- Camera Zoom
Pause MenuMain Menu- Shipyard
- Enemies
- UI
- Objective indicator
- Ship shield/armor