Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
You are not logged in.
Pages: 1
This is an idea for worlds that contain many portals / links to many different places. If you're designing a world where backtracking is involved to get through obstacles, you might want more than one checkpoint to make it easier to travel from point A to point B, and in this case, a possible Point C. For example, if you're building a game with levels that contains a health depletion system. You can place checkpoints between the different levels, yes, but when death occurs, you could also re spawn at the system with another checkpoint, that you're always transported to, first (primary), then you can do your business, and visit the checkpoint with the level you're trying to beat (secondary). Maybe a specific type of portal or type of spike trap can bring you to the secondary checkpoint. I thought this would be a more organized way to bring users to places, not saying that a single checkpoint in the game now, isn't at all.
(- ᴥ -)
Offline
Can't you do this with portals?
Offline
Can't you do this with portals?
Keeping the same example of the depletion system, only death can bring you to places that normal walking couldn't. If you activate the level 1 checkpoint, and you land in spikes, your health wouldn't change, because you only re spawn at the level 1 checkpoint. Dying doesn't deactivate the checkpoint, to bring you to the place where you lose health. That's why I'm saying two checkpoints, where one has more importance than the other, could work. Unless you're that person that places portals everywhere that lead to the same ID, to act as spikes
(- ᴥ -)
Offline
Pages: 1
[ Started around 1732305052.4365 - Generated in 0.035 seconds, 10 queries executed - Memory usage: 1.38 MiB (Peak: 1.47 MiB) ]