Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I ran out of time to test it but I did conceive of a workaround of sorts, wherein a branching list consults a variable before transporting the player. Once I figured out that using 'exits' as exits was shooting myself in the foot, and they're more functional as 'dialogue' triggers, the rest of my project went much more smoothly.

So the way I would solve this now is by creating a reusable 'dialogue' script which consults a variable with if/thens - various events alter the variable, which determine where in the branching list you "exit" and which room you end up in.

Oh yeah, I totally forgot to mention that the first thing you should do with this method is disable the exit with the lock/unlock function. This basically makes an exit functional as a trigger that would execute any code you want, as you've said. Thanks for bringing this up!