Add Ink Combat hub to Dev Archipelago - #2655
Conversation
|
Also wondering if the scene I made should be modified so that all the barrels are visible in the same frame... I mentioned this in a signpost, but it might add unnecessary difficulty. |
|
Play this branch at https://play.threadbare.game/branches/endlessm/dev-archipelago-ink-combat/. (This launches the game from the start, not directly at the change(s) in this pull request.) |
|
@wjt @manuq @jgbourque Going to leave this as a draft for now, but I have made some changes (currently in There are still things to do, but wanted to continue this discussion on how best to display the ink combat mechanics.
|
|
I really like the idea of levers for an in game reset of the mechanic/challenge etc. That way there can be extended playtesting of an idea without having to restart the scene necessarily. I also like the idea of the player entering an area as an option to activate whatever components are set up to interact with there rather than progress gating! |
|
Some major changes have been made here since the last time this was open for review! Now the majority of variations of ink combat are showcased within one scene. The user can activate a section to experiment with one mechanic at a time. Not complete "sandbox" freedom, but more inclusive than the last version! |
|
I am open to suggestions on a better way to handle the "sections"! A lot of the logic is deferred due to issues with replacing |
| section.call_deferred("reset") | ||
|
|
||
| # Cooldown between reset and start | ||
| await get_tree().create_timer(2).timeout |
There was a problem hiding this comment.
This is still an issue that I would love to get another pair of eyes on! Without a timeout delay, there is some call happening too early, resulting in enemies that don't activate their attack. I assume there is a function call later that should be deferred, but I was having trouble resolving this!
This also makes the initial delay 2 + ThrowingEnemy.throwing_period seconds, which can feel like a long time! Maybe we need an indication that the section is starting.
There was a problem hiding this comment.
The two states of the levers are visibly different: there is a lit-up "on" state and a darker "off" state. So, just an idea: you could use the "on" state as the visible indication. When one lever is switched to the "on" state, set all the others back to "off". When the fill game logic reports that the game is "completed", set the currently-"on" lever to "off".
(I'll look at the logic in more detail.)
|
After the build review today (Aug 13), the following changes have been made:
Some other notes from the review that might be relevant:
|
Add a scene
ink_combat_test.tscnthat walks the player through the different variations of ink combat in Threadbare. Each section of the scene is "replayable" via the repellable levers. Only one section can run at once.Resolves #2539