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Transition cleanly to and from combat instances #217
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…nteraction examples
Thanks much for your work once more! The PR seems to have duplicate changes from a previous PR. Do you need a hand to exclude them? This tends to happen when submitting changes from the same branch on a fork. I'll review everything in detail and get back to you by the end of the week. |
I believe you're referring to the first commit and the renaming of two references inside main.tscn? Please do check that out, something peculiar is going on there. I had built off of virtuoushub's PR, so I thought that I had incorporated the most recent changes. Either way, I can't quite figure out what's going on. I don't know if it's because I'm on Windows, but I was having issues with the filename case. In Godot everything appeared consistent - all lowercase. As in, interactions.tscn rather than Interactions.tscn. But in my filesystem those two files and only those two files were uppercase. I don't fully understand what changed in that PR, since the project convention was for all scene files (*.tscn files) to begin with a lowercase letter.
Everything now on my end is copacetic, so I have no idea what or when it those two files changed. So, yes please, feel free to iron out any oddness between the two PRs. |
Just reviewed the changes, it's all good! And I was mistaken with the duplicate changes, there's a bunch of stuff from Dialogic having been updated notably. As before, I invite you to keep going. It's too early to say if we were to need or want structural changes down the line regarding the combat and connection between the field and combat system. Your plan sounds great so far! Let me know if you need anything. |
Great, thanks. Will do. I'll try to get the next one in early June, since I anticipate being busy the rest of the month. Would you like me to append to this PR or start a new PR for the next feature? |
We can merge this now then and you can submit the next batch of changes when you have time. Does that sound good for you? |
Sounds great. Thanks again. |
Thank you! |
A first step towards the Combat issue. This is (hopefully) a much smaller PR than previously, merely introducing the ability to transition to and from a combat instance.
** Please note that both combat instances that you want to test are found in the town area. One is close to the player at the bottom of the area, leaving town. The other is found in the top-left corner of the map. Both of these may be seen in-editor and have a 'scowly-face' popup for their interactions. **
A couple notes on design/architecture:
An example combat transition in this demo, courtesy of Monty Python's Flying Circus
What kind of change does this PR introduce?
The demo scene has been reworked to include combat.
The demo introduces:
A Main scene separated into two main gameplay objects, the Field and Combat.
2 example combat scenes, broken up into:
Combat-related music.
Smooth transitions to and from combat.
Added a handful of combat events that allow objects to hook into changes in a given combat.
Refactored ScreenTransition into an autoload, since only one should ever be active at a given moment anyways.
Updated Dialogic 2 to the most recent build. Note that input has been modified to respond to the input events being released, rather than pressed.
Miscellaneous fixes to the demo.
Does this PR introduce a breaking change?
ScreenTransition objects are now an autoload.
This PR is ready for review and the feedback/editing cycle.