I wanted to achieve the following with the Quick Restart feature in situations where a scene transition occurs, but is this currently impossible?
■ What I want to achieve
When HP reaches 0, project variables (items, materials, experience points, event flags) should retain their state after the last auto-save, and only the player character should return to the auto-save point in a different scene.
This is a common feature in Metroidvania-style games.
I thought this could be achieved by “returning only the player to the auto-save point,” but after testing, it seems that the current specification does not allow returning across scenes.
Are there any plans to implement such a feature in the future?
If there are no plans to implement it, please let me know if there are any simple workarounds.
I see. The Quick Restart feature was designed with the primary goal of “allowing a restart without loading,” so this was unexpected. However, you’re right that there seems to be demand for it. I’ll look into it.
At the moment, the only approach I could think of was to identify all scenes where health could reach zero, and then connect those scenes to every intermediate (saveable) point so that health reaching zero would return the player to a specific intermediate point, managed via variables or flags.
(I suppose it could be done a bit more easily with code since we’re using Godot…)
I apologize for taking up your time, and I appreciate your consideration!
Thank you for your support. I have verified the operation.
I was able to achieve nearly the ideal behavior. Thank you for your prompt response!
However, during a quick restart, there may be a possibility that all actions in the states containing the quick restart action are executed once each before the screen transition (the scene where HP becomes 0) and after the transition (the scene where an intermediate point exists). Could you please verify this specific point?
Regarding this,
when reverting only yourself while “maintaining the current state,” it seems that the same state is re-entered and re-executed to preserve the state’s condition.
We have released a patch that allows you to specify the state to execute after “maintaining the current state” or “returning to the scaffold.”