Suppose you have a level which has a series of islands:
(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:
Then you get caught on the second island:
Currently, you would respawn at the checkpoint, but the void covering the first island would be gone:
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 |
Suppose you have a level which has a series of islands:
(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:
Then you get caught on the second island:
Currently, you would respawn at the checkpoint, but the void covering the first island would be gone:
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)