Next Steps
Well, you’ve reached the end of your journey with Val’s Revenge. In this chapter, you learned how to add new scenes and how to save and load player data. You also learned how to use positional sound by adding some background music that gets louder as the player gets closer to the exit.
There’s a lot more you can do with Val’s Revenge:
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You can refactor the code to add certain components through code rather than the Scene Editor, which could help speed up the process of building new scenes. For example, if the scene requires that every entity needs a set of components, it might make sense to create a new entity subclass that adds those components on initialization.
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You can add additional features like having the monsters drop treasure ...
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