Day 1, Night.
Dear Devlog,
I really wanted a system to change scenes so that I could worry a little less about linking things up and a little more about finishing things. I ended up making a simple menu following one of the Unity tutorials. Very nice introduction though I wish it covered how to transition through code as well. I'll have to search that up tomorrow so I can transition out of my phases. Here's what I have so far:

Excuse my messy cursor work, I was recording in a pretty small resolution. Having a debug menu will be super helpful. I'm tempted to show this scene anytime I press ESC so I can quickly change to other areas. Then again, each "dream" will be pretty different.
As for dream #2, I decided it was a little early to try and tackle procedural generation. I think it would make more sense to figure out how to strafe and manipulate the camera first. Those are the biggest problems I've been having after making my menu. It's easy to move along the X or Z axis but that makes for clunky play (maybe it'd be ok if you were making the first few Resident Evil games). At first, I was going to make an over-the-shoulder camera for this next dream type. Then I remembered what makes Kingdom Hearts so effective. The camera work was terrible but it was very up close and personal with Sora and his targets to emphasize the threatening enemies. I switched to a close orbiting camera for similar effect and I'll save the over-the-shoulder for the chase dreams.
Here's a little sneak peek for bosses instead.

Yup, there's going to be boss dreams. I call them "nightmares". Makes sense doesn't it? I think one of them should be a giant spider. I'm just too much of a wimp to find a spider model...or scale it up... I need to find bosses I'm not afraid of.
I'm debating whether I should add jumping to "nightmares". It would make sense for the "chase" dreams and I can make elevated areas. But for fighting a boss? It just means more work to have mid-air attacks (that's a long ways away).
I had forgotten how much math is involved with understanding camera work. Lerp and clamp is your best friend, along with the great tutorial making Youtubers out there. I should also focus more on making prefabs instead of customizing for a single scene. And generalizing code so I can scale up difficulty as the player progresses.
Hope everyone else is having a good time.
-Frowning Asinus