Hey guys, not long ago, I watch The Exit 8 game on youtube, and I’m really curious about their level handling. How do you think the game handle the level change? Or is it not changing any level just teleporting the player? It just feel like endless but I don’t see any map loading or any teleport kind of thing there and that makes me thinking about how that kind of thing is handled.
It looks to me like a ( bad ) teleport.
Ok, I looked a bit more closely, it was the terrible way some guy on youtube was playing it
It’s one level, and they just change actors ( things in the level ) as you go around.
So can I say that it just basically a simple teleport that really polished, so we don’t feel any change for the level?
If the place you teleport from and to look the same, you can do it without it being visible.
The rest of it is done with changing actors, I assume.
You never know, because there are many ways of doing things, but it could done this, for sure.
I see, its pretty interesting, maybe someday I do an experiment about it and learn it myself, thanks!
Hello, I’d like to ask as a newbie,
Would it be easier to create a different sub-level for each anomaly (I realize this isn’t the best solution, but feels easier) and just pick a random one then move it to the player.
Or make a sub-level on a sub-level and just teleport the player at start (but then it would be a mess).
If I want to change actors (objects) on scene like in exit 8 in what direction should I go? I can’t find a similar guide.
Yes, it’s because it’s a very open ended question. It really depends what you want to change, and how much and…
But for starters, you could just use blueprints for the actors. You can just use custom events to make them to change, very easy.