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I am engaged on a sport that focuses on a marketing campaign/story mode for almost all of the content material; the participant progresses their character, accumulating objects/forex/upgrades alongside the way in which, and enjoying ranges in a strictly sequential order. For many gamers, merely having a “Proceed” button that throws them into the following degree ought to work simply nice, however I need to give gamers the choice to replay an earlier degree that they loved earlier than.

Nonetheless, I am struggling to provide you with a option to conflate this “Stage Choose” capacity with the (persistent) development of the participant character:

  • How do I keep away from the participant accumulating extra forex and objects by enjoying outdated ranges (probably misbalancing the issue of later ranges)?
  • How do I take care of “future” upgrades that the participant acquired in later ranges that shouldn’t be accessible within the earlier degree but?
  • The way to “lock in” selections that the participant makes that may have an effect on the story afterward within the marketing campaign?

I seen some video games with a marketing campaign construction choose to take care of all this by merely loading an older savestate, primarily going again in time and undoing all progress made in later ranges, however this feels overly damaging to the gamers who would possibly simply need to replay a cool boss battle with out shedding their general progress.

Another choice I considered could be to run beforehand accomplished ranges in a “replay” mode that doesn’t save any progress, however this feels a bit inelegant, and may not be what the participant expects.

I am on the lookout for recommendation on easy methods to method this in a method that feels proper to the participant, perhaps how different video games usually resolve this, and (if wanted) easy methods to talk the mechanic to the participant.

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