Hi, i’m currently working on a game which is built up of 4 different levels and one main central hub area which is used to travel between the different levels. The 4 levels and the central hub are split into their own levels which are loaded and unloaded and the player walks between the areas.
But i’m a bit stuck with the progression that will occur when the players play the game, i want to stop the player from playing levels which before completing the levels prior to that level (The player completes the level by activating a certain object in the level). I will have doors that will stop the player but i need the game to know if the player has beaten a level or not.
I’m currently wondering if there is a way to keep the bools that are connected to the player having beaten a level or not global in some way so that the object the player needs to activate to win could change the bool that correspond the correct level. The central hub also needs to be able to check these bools to see what doors that should open and which should not.
I guess you could also send the bool to the central hub, but since the central hub wont be loaded at the same time a player completes a level i’m a bit unsure how you would do this.