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Hubs - level design question

PostPosted: Mon Nov 22, 2021 10:59 am
by stevet1
Hi, I've been reading about how to make a hub and have a couple of questions about the level design of when to allow returning to the hub etc.
Is it normal, or desirable to allow the player to return back to the hub without finishing the level? Like having a teleport where the player enters that also takes the player back to the hub using teleport to map if the player wants?
Additionally there would be an exit at the end of the level - but what I'm struggling with is that in a lot of examples "NoIntermission" is used so that the imtermission page does not come up when returning to the hub (natch). What I think I want is for the intermission page with the stats to come up when you finish the level, but not if you just want to return to the hub - does that make sense? But I'm not sure how to achieve that, using teleport to map and end level both either trigger the intermission page or depending on if it's enabled.
So - am I approaching this all wrong, or just not implementing the correct actions?
Thanks.

Re: Hubs - level design question

PostPosted: Fri Dec 31, 2021 8:17 am
by ReX
stevet1 wrote:Is it normal, or desirable to allow the player to return back to the hub without finishing the level? Like having a teleport where the player enters that also takes the player back to the hub using teleport to map if the player wants?

"Normal" or "desirable" would depend on what the objectives in the individual maps and the hub are. Some games (e.g., HeXen) are designed to require a player to return multiple times to a given map in a hub. Therefore, if by "finishing a level" you mean completing all the objectives, then you ought to take care about allowing the player to return to the hub without completing the map. Especially if the player doesn't realize that some objectives remain. The middle ground here would be to allow the player to return to the hub at will, but signal to her/him (e.g., via a HUD message) that not all objectives have been completed.

Additionally there would be an exit at the end of the level - but what I'm struggling with is that in a lot of examples "NoIntermission" is used so that the imtermission page does not come up when returning to the hub (natch). What I think I want is for the intermission page with the stats to come up when you finish the level, but not if you just want to return to the hub - does that make sense? But I'm not sure how to achieve that, using teleport to map and end level both either trigger the intermission page or depending on if it's enabled. Thanks.

You will need to clarify what you mean by "finish the level". Again, are you referring to the completion of all objectives? If so, one way to achieve what you want is as follows:

    1. Set up conditions in ACS that will check if all objectives have been completed
    2. When the player triggers the teleport-to-map special, have a script check if the objectives have been met
    3. If the objectives have not been met, the player will return to the hub without the intermission page being displayed
    4. If the objectives have been met, the player will return to the hub and the intermission page will be displayed