Rather than hardcoding level progression along with cutscenes in the code and use convention over configuration, study the feasibility of decoupling this from the c++ runner and have it done in scripting which the artist can control. This would allow us to also make use of game session state in order to make dynamic decisions at runtime.
Rather than hardcoding level progression along with cutscenes in the code and use convention over configuration, study the feasibility of decoupling this from the c++ runner and have it done in scripting which the artist can control. This would allow us to also make use of game session state in order to make dynamic decisions at runtime.