Primer PR de StoryQuest "El Hilo Que No Teji"#2428
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…emplate Duplicate and rename template and all files
Revert "Merge pull request #43 from GameLab6-UTP-Grupo3-Equipo2/copy-…
…_nueva Creación de carpeta inicial
…icion y fix de inercia de Lino
feat(stealth): implementar mecanicas de sigilo, coleccionables, trans…
feat: Mecánicas completas, IA del Vacío y reestructuración del Minijuego 2
Mecanicas completas del Minijuego 3
…anges Revert changes outside el_hilo_que_no_teji
Base intro - Minijuego 1 - Assets
…quest_01 / Assets de Lino y Manchitas
…pts - Assets Boss
Intro y assets de Lino y Manchitas
Se añadio Niebla
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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! |
…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
… player en combate 3
…_finales fix: desactivar habilidades de gancho en minijuegos 1 y 2, y reubicar…
Rediseño del nivel 3.2 (Boss Final)
…ate Nivel 3 completada
…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…
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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.) |
wjt
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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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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.
| 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() | ||
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| 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() | ||
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| 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.
| func reparar_puente2() -> void: | ||
| pass | ||
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| func reparar_puente2() -> void: | |
| pass |
I think this is unused and could be removed.
| # 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.
| # --- 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.
Creación de la storyquest "El Hilo Que No Teji"
Este juego contiene nuevos:
Falta: