Chapter 11: Game States and Applying the Finishing Touches
In this chapter, we will take the final steps to evolve our game into a complete and fun experience that challenges the player. First, we will introduce player death, which is activated when the player's health is fully drained. Then, we will introduce a round system that will elevate the challenge for the player by requiring increasingly numerous enemies to be defeated as they progress through the rounds. Finally, we will introduce a saving and loading system so that the player can leave the game and later return to the round that they were last playing. In this chapter, we will cover the following topics:
- Showing different menus based on player conditions
- Creating scaling difficulty with gameplay modifiers
- Supporting the game state being saved and reloaded later
- Branching level initialization based on the saved data
- Creating transition screens that display gameplay data
By the end...