Summary
In this chapter, we started out slowly by first understanding how to store the player's caught monsters. After that, we looked at a couple of database options before deciding on a cross-platform object relational mapping tool for SQLite, called SQLite4Unity3d. We wrapped the database into our new Inventory service and then wrote CRUD operations for our monster inventory items. From that, we determined we needed a better way to randomly generate monsters, so we developed a monster factory. That allowed us to loop back and complete the Catch scene by incorporating the monster factory for generating monsters and inventory service for storing caught monsters. With monsters being stored in the database, we then developed a new inventory scene to view caught monsters. Finally, we tied everything together with UI menu buttons and joined all the scenes together as a full game. Of course, the chapter ended by resolving some platform deployment issues.
For the next chapter, we will get back...