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LocationRevealing

Jack Brett edited this page Sep 2, 2024 · 2 revisions

Location Revealing and Hiding

Your experience may include many locations that players will visit throughout their journey. However, sometimes showing all locations may either be overwhelming or detrimental to the experience itself. Currently, locations that are featured in your experience and that are used during run time on any Node/Order are showed as pins on the map.

However, you can hide and reveal these locations at specific moments during an experience to reveal information or to not overload the player with information during the first instances of the experience.

Revealing Location (s)

By using the Reveal Location Order you can ensure that a specific location is revealed; using the Reveal Locations Order which allows you to populate a list of locations that will be revealed when the Order is called.

revealLocation

Hiding Location (s)

Hiding locations work exactly the same as revealing them - simply use the Hide Location or Hide Locations Order to hide a location. This will be executed when the Node that the order belongs to is called (executed).

hideLocation

Working with the save-system

Crucially, these locations that are hidden or revealed at runtime may change during the course of gameplay and could potentially be reset on multiple plays. Whilst we work to ensure that locations are persistence and work with the save system (so once they are hidden this is serialised and then loaded back on the application starting), we suggest using the built-in save system and event handlers to ensure that when a specific aspect of your experience is loaded, the correct locations are shown/hidden.

Simply have a Node in your Flow Engine which handles showing or hiding specific locations when certain save points are loaded (see the Save_System page) for more information.

savePointStartLoaded

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