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Let them happen all at once without changing the actual modes for now. Only leave the mode "defeating" to disable player interaction and abilites (repel, grapple). This prevents refactoring the modes right now.
This was introduced a while ago and left invisible. It has the shape of StoryWeaver so it won't work when replacing the SpriteFrames in StoryQuests.
This could be a const, or the "repel" string can be used directly. This is only preparation for upcoming animations refactor. Note: There are references in StoryQuest "After the Tremor" that this change may break.
Rename the node that provides this ability to PlayerRepel. Adjust the scripts accordingly.
And the Area2D nodes that had this script. In 2 scenes from Void quest.
Add a signal to the repel ability and use it to play the animation when the property changes, instead of checking it constantly in _process(). Loop the repel animation in the script by adding a handler to the animation finished signal, and remove the loop mode from the animation itself. Give a class name to PlayerRepel.
For keyboard + mouse: Use right click to repel. For keyboard only: Use Z to repel and X to grapple. This is on the basis that the player will use arrow keys for moving in this case. Interact continues being Space in both setups.
To B in XBox. So it doesn't collide with A for interaction.
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Play this branch at https://play.threadbare.game/branches/endlessm/player-abilities. (This launches the game from the start, not directly at the change(s) in this pull request.) |
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For now the draft ignores player modes at all (except for "defeating"), and makes the 2 abilities "repel" and "grapple" active all the time. Interact is not considered an ability. recording.webmI did a few changes in the input mapping. But I really welcome alternatives: For keyboard + mouse:
For just keyboard:
For joypad (let's say XBox):
(While doing this I noticed that the Champ quest introduced input maps to the project). What about the mouse cursor? Should it always be a crosshair except while interacting with dialogue or the game menu? We should think about: How would this affect the lore quests and the StoryQuests? Some ideas:
Some other changes needed:
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Resolve #1375