WIP: Store which threads have been collected - #2693
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Previously we defined InventoryItem resources inline in every scene that uses them; and we hardcoded the world texture, HUD texture, and colour for each in the script. Turn these into properties of the resource. Create 3 on-disk resources for the memory, imagination, and spirit threads. Add migration code to collectible_item.gd, and a script to load and save all scenes that reference collectible_item.tscn. Leave the migration code in-place so that as out-of-tree quests are merged we can easily update them. Change the inventory storage to refer to those, rather than saving just the item type name and reconstructing resources on load. I think this will make it easier to add collectibles which are not threads in future, and also to remember which threads have been collected when loading or replaying a quest, though I haven't attempted to do that here.
They are not really walls, but they are certainly not "players", the default collision_
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How to test:
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Play this branch at https://play.threadbare.game/branches/endlessm/wjt/store-collected-threads/. (This launches the game from the start, not directly at the change(s) in this pull request.) |
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This is a work in progress. I am more interested in review of the gameplay than of the code. The incompatible requirements I am trying to square are:
In this branch, the behaviour of a previously-collected thread depends on whether the thread has a "next scene" configured:
The intuition is that optional threads should not link to another scene, while mandatory threads always do. (However I can already imagine cases where we might want to teleport the player after an optional thread...) |
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Stacked on:
Helps #2280