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Add Ink Combat hub to Dev Archipelago - #2655

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dev-archipelago-ink-combat
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Add Ink Combat hub to Dev Archipelago#2655
felixwalberg wants to merge 3 commits into
mainfrom
dev-archipelago-ink-combat

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@felixwalberg

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Add a scene ink_combat_hub.tscn that walks the player through the different variations of ink combat in Threadbare. Access to each test scene (difficulty ramp, ordered solving, fragile barrels) is available through teleporters in the main hub.

From each test scene, you can return to the hub, however, I think they would all exist as one big quest (selecting Abandon Quest anywhere in these scenes will bring you back to Fray's End).

Also add a scene ink_combat_test_1.tscn that showcases some basic components of an Ink Combat level.

Many of these scenes already exist (ink_combat_round_i.tscn for i in 2-6) from the Lore Quests. I wonder if it would make sense to essentially copy these and slightly modify them to fit the format (teleporters at beginning and end that link to ink_combat_hub.tscn and signposting), rather than trying to make all new ones myself. In a downsized bundle that removes the Lore Quests, it would be nice to have this thoroughly built-out example, but it would feel a little redundant having both be a part of the full game.

If we would prefer to make completely different levels, I am happy to do that. I would also be interested in making a more complex final test scene with many components combined!

I would also like to make the hub scene a little more exciting and varied. This was just a starting point to access all the test scenes.

Makes progress on #2539

@felixwalberg felixwalberg added this to the Dev Archipelago MVP milestone Aug 4, 2026
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felixwalberg requested a review from a team as a code owner August 4, 2026 17:19
@felixwalberg

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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.

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github-actions Bot commented Aug 4, 2026

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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.)

@felixwalberg
felixwalberg marked this pull request as draft August 6, 2026 18:52
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felixwalberg commented Aug 10, 2026

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@wjt @manuq @jgbourque Going to leave this as a draft for now, but I have made some changes (currently in ink_combat_test.tscn) to address some of the feedback from last week's build review. It isn't completely the same as the proposed "arena" where everything is firing at once, since some of the examples might get messed up running simultaneously (e.g. the fragile barrels were getting broken before the Player can make it to that section). It is all reachable within the same scene with a little less running. However, I would be open to moving things closer together if that is preferred. I could also look at adding some logic to levers to activate certain throwing enemies and certain combinations of the barrels.

https://play.threadbare.game/branches/endlessm/dev-archipelago-ink-combat/#dev/repel/ink_combat/ink_combat_test

There are still things to do, but wanted to continue this discussion on how best to display the ink combat mechanics.

  • Add script to activate the fragile barrel throwing enemy based either on completion of previous section or player entering an area2d (which I think is a better option to avoid hiding stuff behind progress gates)
  • Add a similar concept for the sequential completion
  • Decorate/make the borders look nicer
  • We could possibly add levers in each section that could "reset" the enemy/barrels for repeated practice

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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!

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