These are a number of questions I have concerning approximately the same subject.
The character is moving from scene 1 to scene 2 (for any reason. Like… the next level). The only way I know how to do this is to have a copy of the player character in each scene. The problem I have with this are object names.
The systems I have set up require a lot of messages being sent between objects, so the messages are being sent to specific object names. This gets completely ruined when the copy of the player object(s) get duplicate names assigned to them like “player object”, “player object.0001” etc.
Is there any solution to this besides tediously going through each message and changing the destination object?
There are 100 health charms (name still WIP) scattered around a level. Collecting 100 health charms will grant the player 1 extra life. There must be EXACTLY 100 health charms per level, so the player can go back to a level and collect the ones that the player missed. Also, the number of collected health charms should accumulate, meaning that if the player collected 60 health charms in the previous level and then collects 40 in the next it will also result in an extra life.
If the player got an extra life, the player should also keep that extra life for every scene (level) afterwards.
Where do I even begin with this?
Should all levels really be part of the same .blend file as different scenes? Is there a way to have levels as separate files and the objects within them also as separate files to be loaded in when the level loads?
To my understanding, this is how every game has done it for a very long time.