In the last chapter, we focused on moving our player and camera in code, with another trip into Unity physics on the side. However, controlling a playable character isn't enough to make a compelling game; in fact, it's probably the one area that remains constant across different titles.
A game's unique spark comes from its core mechanics and the feeling of power and agency those mechanics give to players. Without fun and engrossing ways to affect the virtual environment you've created, your game doesn't stand a chance of repeat play, to say nothing of fun. As we venture into implementing the game's mechanics, we'll also be upgrading our knowledge of C# and its intermediate-level features.
This chapter will round out the Hero Born prototype with the following topics:
- Adding jumps with applied force
- Understanding layer masks ...