Looking into a multi-storey building: show one floor without hiding the rest suddenly
Builders with tall buildings let players peel off the upper floors to work inside. When the floors simply vanish one by one, the picture jumps and a click can land on something that is no longer drawn. Here is a smooth value for the viewed floor, what fades when, and what can still be clicked.
Why this works
A sudden cut asks the player to rebuild the whole picture in their head. One smooth number for the viewed floor lets drawing, fading, clicking and the camera all follow the same value, so they can never disagree with each other.
When not to use it
Skip it when floors are separate scenes, like a dungeon level with stairs, or when all floors must be visible at once, such as a cross-section view. Load one floor at a time, or show every floor side by side.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 22 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Looking into a multi-storey building: show one floor without hiding the rest suddenly" (read_entry strategy-floor-cutaway-fade-levels) 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