Sunday, 15 July 2012

Connecting the levels

Lets get to it... There is only three

This is theory should have been really simple, considering there are only 3 levels in my game, plus a start menu and end menu perhaps. Still, nothing too crazy. 

I started off creating a menu screen for the game, only a simple one but enough to serve its purpose. In the coding for the buttons, it is relatively easy to change level using a button. So once this was set up time to test! But it didnt work, why oh why, the code im sure was correct. You need to build the project, or at least set up the build properties if you want multiple levels before you can go testing the multiple level functions of unity game development. 

This was easy to over come and here is the menu:


The Play Game button is highlighted because if you hover over the block with your cursor, it will change the colour of the block to indicate you have selected. This is such a simple way to make an effective 3D main menu for any game type. 

Connecting the other levels together after the main menu, was not as simple as I had hoped. As before I had used triggers to set up hint boxes for the player, I was going to use this approach to make a trigger that would pop up a message box telling the player the level had been completed and they may advance. Once the player clicked the button to advance, I could initiate the level transfer. It could have been done so that the player instantly went to the next level upon completion of the level, but this gave the user limited input in deciding how long to play for. 

The info boxes with buttons in are only active if the player steps onto the trigger, the minute the player leaves, the box saying the level is completed with disappear. This allows players to complete the level, then roam about it for future hi-score attempts. 

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