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Primer PR de StoryQuest "El Hilo Que No Teji"#2428

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Nox871 wants to merge 56 commits into
endlessm:mainfrom
GameLab6-UTP-Grupo3-Equipo2:main
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Primer PR de StoryQuest "El Hilo Que No Teji"#2428
Nox871 wants to merge 56 commits into
endlessm:mainfrom
GameLab6-UTP-Grupo3-Equipo2:main

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@Nox871

@Nox871 Nox871 commented Jun 22, 2026

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Creación de la storyquest "El Hilo Que No Teji"

  • Intro
  • Miniquest_01
  • Miniquest_02
  • Miniquest_03
  • Outro

Este juego contiene nuevos:

  • Assets
  • Scripts
  • Shaders
  • HUDs

Falta:

  • Canciones / SFX
  • Animaciones
  • Assets de sombras
  • Assets de Boss
  • Modificar Miniquest_03

Nox871 and others added 28 commits May 25, 2026 15:05
…emplate

Duplicate and rename template and all files
…rename-template"

This reverts commit 81497ca, reversing
changes made to dc7762a.
Revert "Merge pull request #43 from GameLab6-UTP-Grupo3-Equipo2/copy-…
feat(stealth): implementar mecanicas de sigilo, coleccionables, trans…
feat: Mecánicas completas, IA del Vacío y reestructuración del Minijuego 2
…anges

Revert changes outside el_hilo_que_no_teji
@Nox871 Nox871 requested a review from a team as a code owner June 22, 2026 20:24
@manuq manuq reopened this Jun 23, 2026
@manuq manuq marked this pull request as draft June 23, 2026 12:04
@manuq

manuq commented Jun 23, 2026

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@Nox871 como dijo Will:

Por favor revisen https://github.com/endlessm/threadbare/wiki/StoryQuest-submission y marquen esto como "ready for review" cuando esté listo!
/
Please review https://github.com/endlessm/threadbare/wiki/StoryQuest-submission and mark this as ready for review when ready!

@wjt wjt added the StoryQuest New StoryQuests or updates to existing ones label Jun 23, 2026
alanfx1 and others added 20 commits June 23, 2026 23:49
…eles

- Implementacion de camara fantasma y zoom dinamico (rocas en N1, persecucion N2, puerta N3).
- Sistema de checkpoints y guardado de progreso en Nivel 2.
- Correccion del reinicio del contador de hilos al morir y letalidad de las sombras.
- Ajustes visuales: saturacion de Lino, visibilidad de botones/hilos y advertencias de UI.
- Logica de puentes caedizos y tension en eventos terminada.
feat: pulido visual, cinemáticas de cámara y checkpoint
Assets de fantasmas - Walls - Lazaro - Luto - Sonido - Nivel 3.0
Resolver conflicto de merge en spawn de Lino, minijuego 3
…_finales

fix: desactivar habilidades de gancho en minijuegos 1 y 2, y reubicar…
…ion-final

Integracion final: Materiales del player aplicados y climax minijuego 3
…ion-final

Fix: Transición limpia del minijuego 3 al Outro, flujo de juego compl…
@wjt wjt self-assigned this Jul 3, 2026
@wjt wjt mentioned this pull request Jul 3, 2026
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github-actions Bot commented Jul 3, 2026

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Play this branch at https://play.threadbare.game/branches/GameLab6-UTP-Grupo3-Equipo2/main/.

(This launches the game from the start, not directly at the change(s) in this pull request.)

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I played through this quest - I really like it. What a bittersweet tale. I like how you established the mood and told a story with not very much text. (I can't read more than a few words of Spanish, so I used a translation tool; and honestly I think I could have understood the gist without that.)

Please take a look at https://github.com/endlessm/threadbare/wiki/StoryQuest-submission and revise the description of this PR.

In particular: are all the assets (except the ones borrowed from elsewhere in the project) your own original work? Please check https://github.com/endlessm/threadbare/wiki/Licensing to see why this is important.

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Empty script, can be removed.

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A minor point that you can ignore if you choose! These tiles are in a player_components folder, but aren't anything to do with the player. I think you otherwise have a very well-organised shared/assets folder structure!

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This and the other Wood_Tower_ files in this folder are copies of the shared assets in assets/third_party/tiny-swords/Factions/Goblins/Buildings/Wood_Tower - rather than copying them, please use those assets from assets/third_party directly.

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This is identical to assets/first_party/tiles/Dirt_Tiles.png, you can use that directly rather than copying it.

[ext_resource type="TileSet" uid="uid://32t5p1co051n" path="res://scenes/quests/story_quests/el_hilo_que_no_teji/shared/tiles/el_hilo_que_no_teji_exterior_floors.tres" id="2_3ut71"]
[ext_resource type="PackedScene" uid="uid://2rbpl811wlv1" path="res://scenes/game_elements/props/background_music/background_music.tscn" id="3_2owev"]
[ext_resource type="TileSet" uid="uid://brtyjqpslh70g" path="res://scenes/quests/story_quests/el_hilo_que_no_teji/shared/tiles/el_hilo_que_no_teji_shadows.tres" id="3_85ik4"]
[ext_resource type="AudioStream" uid="uid://676ese8fg2qm" path="res://scenes/quests/story_quests/renya_beyond_sorrow/Complementos/music/7. Silent Longing (Loop).ogg" id="4_iekwq"]

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I know you wrote in your description that music is still to come - but I actually think it's great to reuse existing music (as noted in https://github.com/endlessm/threadbare/wiki/Audio-Style-Guide music is the largest asset type in Threadbare; the last time I looked it was something like 75% of the size of the game!) And this track fits well in my opinion, so if you can find existing music in the game that fits, I encourage you to reuse it.

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This track doesn't loop but I fixed this in #2506

Comment on lines +37 to +53
func reparar_puente_1() -> void:
if nivel_apagandose: return # <-- El escudo bloquea el falso positivo al morir
puente1_listo = true
if has_node("TileMapLayers/Puente1"): $TileMapLayers/Puente1.show()
if has_node("TileMapLayers/PuenteRoto1"): $TileMapLayers/PuenteRoto1.queue_free()

func reparar_puente_2() -> void:
if nivel_apagandose: return
puente2_listo = true
if has_node("TileMapLayers/Puente2"): $TileMapLayers/Puente2.show()
if has_node("TileMapLayers/PuenteRoto2"): $TileMapLayers/PuenteRoto2.queue_free()

func reparar_puente_3() -> void:
if nivel_apagandose: return
puente3_listo = true
if has_node("TileMapLayers/Puente3"): $TileMapLayers/Puente3.show()
if has_node("TileMapLayers/PuenteRoto3"): $TileMapLayers/PuenteRoto3.queue_free()

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You might like to consider whether you could refactor the code here, and in _ready, so as not to write this code out 3 times.

Comment on lines +55 to +57
func reparar_puente2() -> void:
pass

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Suggested change
func reparar_puente2() -> void:
pass

I think this is unused and could be removed.

Comment on lines +20 to +21
# Desactivamos el autostart de la cinemática por código para controlar el orden nosotros
cinematic.autostart = false

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I don't understand why this needs to be done in code, when the autostart property is already set to false in the scene.

Comment on lines +23 to +27
# --- SOLUCIÓN DIRECTA SIN GRUPOS NI RUTAS ---
# propagate_call rastrea el árbol de la escena y le manda la orden de apagado
# exclusivamente al nodo que tiene esta función (tu HUD).
get_tree().root.propagate_call("change_story_quest_progress_visibility", [false])
# --------------------------------------------

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The HUD is actually not an autoload - it is manually added to each scene. (You might think this is a bad design, and I would agree, but have never got around to fixing it!)

So a simpler way to do this is to remove the HUD instance from this scene, and then remove this code.

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I love all of these shadows' art. This one is my favourite I think.

@wjt wjt moved this to In Progress in Threadbare Development Jul 8, 2026
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5 participants