A technical rundown of level transitions in SkyCrawler (part 2)

In part 1 I said that I try to make my levels flow one into the other. During the jam I chose to do it by keeping each level in a separate scene. It was easy to set up, but the solution was quite hacky and full of little annoyances.

For a post-jam update, I chose to reimplement this. Since I treat my levels as one continuous whole, the obvious solution would be to keep the geometry of each level in a separate "frame" on one scene.

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This made switching from one level to the next a lot more intuitive, plus, relieved me of all the hacks I used for playing platform's appearing animation.

But it came with it's own set of problems - I would now need to set up events for all the resetting that previously came naturally with reloading the scene.

Check out my game, SkyCrawler, and it's post-jam update, here: https://ldjam.com/events/ludum-dare/47/skycrawler

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