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I understand what you mean. Although I think we are overthinking this.
There are many many ways of handling this. The easiest (but not the best) way of doing this is to create booleans for each, and then check if they all have been fulfilled.
A better way of doing this, might be to organize each objective in a List, and every time an objective is complete, we reduce the number of remaining objectives until 0 remains - which means it is time to "do whatever".
This is just what I am thinking from the top of my head. I am sure there are even better ways of handling it.
I fixed this issue for mountain/forest, if a script that is similar to the forest/mountain.gd script gets added to the castle then it will work with this method too.
As I develop more and more levels, I'm struggling in positioning the player.
Example "Castle":
So what it needs to do is check:
This will also be useful for more expansive caves, shortcuts etc.
I know that this is an easy task, but I'm swamped with GFX work.
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