So when an NPC goes to the Underground they actually just go to the coordinates of the surface but act like they're there.
So this begs the question, should I have an actual second room, or just fake it by drawing it over the corner of the island, disabling everything else while I'm doing it?

Next up
I now have working Vertical Gates! Also reworked the build code so that the Wall parts are automatically built either side of the Gates, saves me having to work it out each time.
Mob locks work! Activating the Beacon locks the gate and spawns mobs, killing them all grants a reward and unlocks it letting you out again!
Reworking the culling system so The Underground and the Caves uses a chunk system like the Island
Doki Doki Literature Club is celebrating Monika's birthday and the 8th anniversary of DDLC with exclusive stickers, avatar frames and backgrounds on Game Jolt!
Head over to the shop to collect yours 👉 https://gamejolt.com/#shop
Boom, shake shake the room!
Opera GX's #GXNailArt competition has arrived on Game Jolt!
You might have missed Worlds, but you can still be a winner. Take part in the #GXNailArt contest to have a chance to win Riot Points!
Get started by completing our #GXNailArt quests!
Mae Borowski is the main character of Night in the Woods! It's an adventure game that tells the story of her return to her hometown of Possum Springs. She was confirmed as canonically pan in a social media post by the game's creator Scott Benson.
Adding a key system for Gates and stuff (on top of the existing Button system which is now over-rided by keys) I can also have other conditions like a specific number of enemies need to be killed before they open.
Need to fix the collision detection.



























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