Chapter 6. Storing the Catch
In the previous chapter, we provided the means for the player to catch a monster by developing the Catch scene. However, if you remember, the player could catch a monster, but that was about it. They certainly had nowhere to put the monster after catching it. Well, in this chapter, we will build the player Inventory storage system. This will allow the players to catch and store monsters or other items as needed. Then, of course, we will spend time building out the UI to access the monsters and eventually other items in storage.
For this chapter, we will spend most of the time developing the Inventory system the players will use to store their catch and other items. We will start with the core of our Inventory system, the database. Then, move onto building the UI elements needed by the player in order to access the inventory. Along the way, we will connect the scenes we created earlier and finish up a first working version of our game. Here is a high...