Hub WorldWorld

A central area gives access to multiple discrete sub-areas; progress in sub-areas may alter the hub state.

Super Mario 64 castle hub: a central room of doors, each a world — cross the hub, enter a door, return, and pick another.

How hub world works in Godot

A central area branches to sub-areas; finishing a sub-area reports a flag back that can change the hub. Portals are gated by prerequisite flags.

Area2Dnode

Each portal is an entry trigger that checks its prerequisite flag, then loads (or reveals) the sub-area it leads to.

func _on_body_entered(_b):
    if GameState.flags.get(required, true):
        enter(target_area)

Dictionaryprimitive

Completion flags returned from sub-areas drive hub state — opening new portals, changing NPC dialogue, lighting up the map screen.

func on_area_cleared(id):
    flags[id + "_done"] = true
    refresh_hub()

Marker2Dnode

A return marker in the hub. Exiting a sub-area warps the player back to its portal so the hub feels like a stable home base.

func return_to_hub(from_id):
    player.global_position = portals[from_id].global_position

In short: Hub scene with portal nodes; each portal checks a prerequisite flag; completion flag returned to hub on exit

Retro games that use hub world

19 catalogued game(s) use this mechanic, spanning 1988–1996.

Related world mechanics

▶ Explore Hub World interactively — see every game + the Godot system