Townies system "occasional helpers" exploration#2129
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Play this branch at https://play.threadbare.game/branches/endlessm/townies-system/. (This launches the game from the start, not directly at the change(s) in this pull request.) |
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This is implementation for an idea that @wjt and I had this morning: a townie helps you with the most difficult part of the Stealth level, by fixing a bridge that opens a shortcut. Here is one Video: recording.webm |
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Update: I added 6 townies to quests now: In musician quest:
In void quest:
Useful game states to try: |
When the SpriteFrames animation doesn't have an animation named "walk", use its "idle" animation for walking. This makes the modding easier, since a single animation is now needed for start testing a SpriteFrames in a character with any of the walk behaviors. We also use "idle" at double speed for running. And also, when a character is made of multiple parts, some parts can stay in the "idle" animation. Meaning there are less parts to draw.
The townies "idle" has a subtle up and down animation. For a character made of parts, since the last commit one part (like the head) may keep playing "idle" while another (like the legs) may play "walk". But when the character is back to idle, all parts should be set in sync again. Otherwise, the head may go up when the legs go down, making a funny but not desired (for now) dance.
Assets: - Rename existing part assets to "idle". - Add walk animation for the legs part. RandomTextureSpriteBehavior: - Export an Array of SpriteFrames resources. Instead of using the custom addon to change the textures. Townie scene: - Add a CharacterSpriteBehavior to each part. And configure the legs part with the new animations. - Add one .tres file per body part variant. And configure each Array of SpriteFrames resources with them. Townie demo: - Add a FollowWalkBehavior to one townie, and remove the TalkBehavior.
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Occasional helpers exploration
This is one forced / subjective prototype to @JoniCeceri's design for a townies system. This variation is not giving a generic upgrade tech stack to the player. The game progress is left to the existing ones: player abilities (and modifiers) and quest completion. So is closer to the existing persisted state. The way narrative and mechanic are combined here is:
More examples coming. They don't have to be tied to mechanics. I plan to add helpers that only bring a dialogue with some narrative for the Memory kind of thread.
recording.webm
Helps #2119