Dream with Multiple Levels Saving Best Practices.
I've seen this come up a few times in different variations, but now that I'm working on something with multiple levels, it's starting to become fuzzy again.
Basically, I'm in the process of creating a game with multiple levels that I'll be creating over time.
I'd like to publish the first few linked levels within a larger Dream, but I'd rather the levels themselves weren't accessible out of order in any way since they won't really make sense (let alone ruin some surprises), and may eventually break some functionality. I saw in the comments that it seems to be that if you don't release them as Public, they don't show up. I get the impression that each level has to be made Public, which also means that a player can just jump right into any level at any time. So what's the way around this?
My gut says that I could probably have a running Global Variable that keeps track of which levels are completed as you continue through the Dream/game. If a player decides to jump into Level 3 without completing Level 1 and 2, they would get booted out right away. (Logic detects LastLevelCompleted=2, then continue Dream, else show message and Exit.) Or maybe link them back to the level after the one they last completed?
Does that work? I wasn't planning on using Global Variables, but this might be a good workaround.
Also, since Global Variables can be persistent, do they get reset if you Update one of the levels? For instance, if I have a global variable set from the first level, and someone progresses enough that the persistent Global Variable is now 4, will it reset to 0 if I change something?
Just trying to figure this stuff out...
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As I recall there's a 'map' you create of connected levels but I haven't seen it in the beta. Perhaps it's one of the things they've left out. When MM demonstrated it, they took a few levels, placed them in the map and then connected them with wires.
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Yes, I'm pretty sure you can do that when you're building a Dream, setting connections between levels/scenes as needed. I think I understand that bit, but I haven't gotten that far yet.
My main questions are mostly about the fact that there's some frustration that if—let's say—I release Level 10 of my game where it also reveals some new story element that is a twist to the story so far, but you've never played any of it and then it's just spoiled if you go and play the whole game. If you go to my profile, you can likely click on Level 10 and jump right in since it's a separate scene. My suggestion is to add logic to the Level 10 scene that would boot you out immediately if you hadn't completed the previous levels. If that doesn't work, I may just have to trust that people will be able to play my levels out of order and just live with that. Not sure yet. -
as far as people skipping around levels, i think there's a published level setting that hides the level from being shown up but its still linked. i haven't tried it myself.
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Yeah in each level/scene you can edit the settings to hide it so it can’t surface in browse/search
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