Dev Log/Game Development/Defend the Patch/Chapter 06
DEVELOPMENT JOURNALCHAPTER 06 / 26

Defend the Patch

Building the Main Menu

Start controls, mode choice and garden identity.

Development artwork related to Defend the Patch
Project artwork · Development reference

Why we built this part

Start controls, mode choice and garden identity. This work has to fit the rest of the game, not exist as an isolated feature. We considered how a player arrives at this screen or action, what information it needs from the previous system, and what must be handed off to the next stage.

Preparing the scene and assets

For this milestone, the relevant project source is Scripts/PatchMainMenu.cs. The components and resources involved include PatchMainMenu.cs and character art. We keep art, controller logic and UI objects organized so future changes do not require rebuilding unrelated systems. In the Unity Editor, identify the scene object that will own this feature, confirm its references and decide how it should be activated and deactivated.

Building it step by step

Create a dedicated menu scene or panel with Play, help and settings access. Connect the buttons to the gameplay scene and keep menus separate from the battlefield.

After placing the necessary objects, connect their references in the Inspector or, where the project creates objects at runtime, in the construction method. Confirm that UI labels display data from the gameplay controller rather than storing a second version of the same information. Give each interactive control a specific action and handle unavailable actions visibly.

Connecting it to the rest of the game

The feature should receive the correct state when a session begins and release or reset transient objects when the player returns to a menu or starts over. Where a sequence spans several frames, use a coroutine or well-defined state transition rather than relying on a single click to finish everything immediately. This is particularly important in Unity WebGL, where focus and window dimensions can change during play.

The design decisions behind it

PatchMainMenu.cs and character art influenced the appearance and behavior of this stage. We preserve clear contrast, useful spacing and recognizable feedback because players need to understand the action before decorative polish can help. If an asset is a historical review image, it remains labeled as development material rather than a final screenshot.