Restricting outpost access
The main point of this exercise is to demonstrate how you can control certain situations within your game development. In this example, we wish to allow the player access to the outpost, only if they have charged the sliding door by collecting four batteries.
This puzzle presents us as developers with two main issues to be addressed:
How does the player know they need to collect the batteries to enter the door?
How can we code our game to open the door only if all of the batteries have been collected?
To address the first issue, we'll aim to maintain the element of mystery about our game. We will only present the player with a hint to collect batteries should they be inquisitive enough to attempt to enter the outpost. To do this, we will need to add onscreen instructions when the door is approached for the first time. We will add further instructions if the door is approached again, if the player has collected some but not all of the batteries required.
In order to...