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Support checkpoints in expanding void levels #1208

@wjt

Description

@wjt

Suppose you have a level which has a series of islands:

Image

(Imagine that the template enemies are void-spreading enemies which chase you, but can't cross the bridges.)

You successfully escape the first one, and get to the checkpoint:

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Then you get caught on the second island:

Image

Currently, you would respawn at the checkpoint, but the void covering the first island would be gone:

Image

This is because we only save a very small amount of state: current scene and current checkpoint.

We can work around this through level design, like we do in ink combat scenes: break the level into 3 scenes so that changing scene acts as a checkpoint. But it would be nice for this to work properly. To do so we'd probably need a more general state-saving mechanism that different elements of the scene could plug into.

XP Summary (total 375)

Subdomain Skill XP
Engineering: Gameplay & Systems Programming Problem Solving 150
Engineering: Gameplay & Systems Programming Creativity & Design Thinking 75
Engineering: Gameplay & Systems Programming Technical Literacy 150

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