Unit 5 — The Axe & The Cave

The game changes genre: an item grants capability, a lever fires an event, and a scene load flips gravity. Three lessons that turn your overworld RPG into a platformer — by decoupling cause from effect.

Lessons

IDTitleWhat you build / learn
5.1The Axe: Item Pickups & Inventory Boolscapability items — a pickup that is not a number
5.2The Door: Opening It with EventsLever.Interact, UnityEvents, rules changed with no code
5.3Into the Cave: Scenes, Persistence & The Refactorwhy every stat resets, the singleton, and the year's biggest refactor

Concepts this unit owns

Three ideas the exam loves: right-sizing data (bool vs counter vs list), abstraction through events (the lever never names the door), and instance vs persistent state (what survives a scene load). CED: AAP-2 (managing complexity with abstraction — the UnityEvent), AAP-3, CRD-2.

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