I would add the key as part of the procedure.
If lockedDoor exists, add keyToLockedDoor where keyLocation is never beyond lockedDoor.
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I would add the key as part of the procedure.
If lockedDoor exists, add keyToLockedDoor where keyLocation is never beyond lockedDoor.
Good idea though I’d still need to ensure the player is on the same side of a wall as the door …
haha there's always some small detail that gets overlooked isn't there 🤣
Could combine the ideas though, still have the “hit the door 8 times to break it” fallback - means you can’t run through the levels like the koolaid guy