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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=340624820
https://www.youtube.com/watch?v=3ne2XKGYwF8
That island in the world map has to be Hainan right?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=418028186
You robbed me of uniqeness!
*first world problem*
It's possible but it would require a lot of duplicates of the levels. Duplicate, as in the starting points or exit actions are the only difference.
[0] main, beginning
[1] main, first checkpoint reached
[2] main, second checkpoint reached
[3] main, third checkpoint reached
[4] main, last checkpoint reached
[5] hell, return to beginning of main when completed
[6] hell, return to first checkpoint when completed
[7] hell, return to second checkpoint when completed
[8] hell, return to third checkpoint when completed
[9] hell, return to last checkpoint when completed
[10] END
So two levels for every checkpoint. Pretty nasty.
https://www.youtube.com/watch?v=MfIf0cic-Yw
It's been planned, but it has not happened.
For more efficient nonlinearity we might need "conditional spawnpoints" and "force end whole campaign" functions also .
The use of the "once per play session" checkbox is mainly used for making cutscene triggers not repeat, but you can ensure that the trigger will not occur in another level. Naming your triggers is important here.
So for example if I make Level 1 with a locked exit to Level 3 that is locked by the trigger "lock_01". In Level 1 "lock_01" has actions that creates a wall of steel blocks the moment the level begins, and the "once per play session" checkbox is unchecked. Level 2 contains the same trigger name "lock_01" but it is activated after the boss is defeated in this level and this time the "once per play session" checkbox is checked and it has no actions. When the player returns to Level 1 the wall of steel blocks will be gone, as the trigger "lock_01" has been triggered and disabled from what happened in Level 2 and now Level 3 can be accessed.
In the inverse case you can do a reset check. The first level contains a trigger "opps_RESET_CHECK" which does nothing but has the "once per play session" checkbox checked. All other levels contain the same trigger name except it has an action to force the player to the first level. This ensures that the player will be forced back to the beginning if the "Restart Level" button is pressed, since that button resets all the trigger deactivations.
It has a lot of capabilties, but it is only useful for substantially large campaigns. I mean you could make something similar to Super Mario Bros 3's overworld map system. Don't forget to disable the Brofessional from the map though, cause his teleporting abilities.
That was Hell because it was released... (I used the Entity names to summon ennemies)