Track which levels a secret exit opens and which exits the player has not found
Some levels have two ways out, and each leads to a different next level. The map must show only what the player earned, nudge them about the exit they missed, and the designer must be sure that no level is cut off for good. Here is how to keep track.
Why this works
On a map with several ways forward, what the player has done is the doors taken, not the places finished. Keeping exits as the record shows what is open, what was missed, and, by walking the whole map once, what nobody could ever reach.
When not to use it
Skip it for a plain line of levels with no secrets, where finishing a level opens the next. A simple counter does the job, and the extra record only gets in the way.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 33 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Track which levels a secret exit opens and which exits the player has not found" (read_entry secret-exit-opens-another-route-on-the-map) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP