I’m not motivated to polish Leapman right now. I’m scoping the game down and moving on to making an RPG. (My first love!) We’ll see if I want to return later and polish that sucker up.
I’ll call the game finished when I get here:
-One level that makes sense with crisp mechanics.
-One power-up available to pick up that grants infinite blink
Today, I’m gonna do a quick and dirty lesson on menus.
Cool! I understand menus and scenes in Unity better. Unity scenes represents each separate screen of your game. So in Zelda, the main menu is a scene, each area is a scene, your inventory screen is a scene. And I write the code to switch between them as necessary.
My first menu. (Disclaimer: I am not an artist.)