scenes and multiple doors...

I’ve been working on a commercial game project, modeled in blender, and have been using the BGE for giving me quick feedback on my models as the export path is lengthy (i have to transfer my data into maya)management vs layer management.

I’m just coming to the point where I need to split my world into different sections and add “load” points.

From a project point of view having a scene for each load makes a lot of sense, but here’s my problem:

From the main space are four “doors” or “loadpoints”.

I expect the player to go through one of these doors and trigger a load of the next scene. (SetScene logic brick)

When I put a trigger in the other scene to come back my player gets set to the original start point,

How would I set multiple start points , based on where I’ve come from?

My ideas and issues:

  1. Have four scenes for the central room, each of which has the player in a different position (seems a bit cludgy and could make data management hard)

2)lay down emptys at each of the start points and usea python script to move the player to the correct one based on a property… (Could be neat, but are properties global?)

3)put the data for the different rooms on different layers and use the logic bricks to change visibility… (each room will have a lot of objects and data, and I’d really like to split the whole world into one blend file per scene… perhaps with one blend that references them all together)

This must be a common problem,

Writing this, option 2 looks favorite, but are the properties global?
My whole character setup is duplicated in each scene
anyone have any guidance?

Yes, the second option is a way to go.

Every variable you create in GameLogic module is “global” and will be preserved until game quits.

That’s good to hear… I’m prototyping it now!

you could even save your variable (start pos) to a file and load it each time you need with a script i guess (im not used to this tho, just read somewhere)