Conversation
Previously the current scene was persisted as part of the quest state. When you return to Fray's End after completing a trio of Sokobans, all quest state is erased from the saved data, meaning that the current scene path is lost. As a result, if you: - Complete a quest - Complete all three Sokobans & return to Fray's End - Exit the game - Relaunch the game then you were previously offered the chance to Continue. However this would try to change scene to empty string, which fails and reloads the title screen. Fix this in two ways: 1. Persist the current scene as part of the global state, not as part of the quest state. 2. Only offer the chance to continue a saved game if the current scene is known. Add some assertions at relevant points. Resolves #1946
Introduce a QuestTeleporter that, when entered, starts a quest. Add staging areas representing the Song Sanctuary and Linenville with QuestTeleporters to the musician quest and the void quest respectively. Take the player back to a defined spawn point when they abandon a quest, rather than to Fray's End. Save progress within each quest so that if a quest is abandoned then resumed, the player picks up where they left off. Add an overworld, a zoomed-out space for fast travel between regions of the world. Link Fray's End to the Song Sanctuary and Linenville. Gate access to Linenville (represented by the temple) with a blocking area of void, removed when you complete the musician quest. Gate access to a third island by grappling, enabled only when the void quest is complete. (Imagine that the placeholder quest can be accessed here.) Remove the LoreQuest Elder's storybook. Have them give you directions to the next quest. Resolves #2021
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Play this branch at https://play.threadbare.game/branches/endlessm/wjt/overworld-prototype. (This launches the game from the start, not directly at the change(s) in this pull request.) |
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Some questions this poses for me:
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This is awesome! Some thoughts: I know this is a prototype, but it is a bit akwards to me that the overworld opens up by walking to the west in Fray's End (same place as you come from). I found it after talking to the Elder that hints "find the musician" and then exhausting all the east frontier. This makes the game more linear. Previously, talking to the Lore Elder let you start any quest. With the player abilities change, I think there is an opportunity to make the game more replayable and less linear. |
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Yeah I do think the overworld exit possibly right next to the elder would make things less awkward, it's findable but we should have it in the player's eyeline as soon as they're told to find it. |
I'm pretty sure Will avoided redesigning Fray's End as that's not part of the prototype. I would have done the same :) |

Introduce a QuestTeleporter that, when entered, starts a quest. Add
staging areas representing the Song Sanctuary and Linenville with
QuestTeleporters to the musician quest and the void quest respectively.
Take the player back to a defined spawn point when they abandon a quest,
rather than to Fray's End. Save progress within each quest so that if a
quest is abandoned then resumed, the player picks up where they left
off.
Add an overworld, a zoomed-out space for fast travel between regions of
the world. Link Fray's End to the Song Sanctuary and Linenville.
Gate access to Linenville (represented by the temple) with a blocking
area of void, removed when you complete the musician quest. Gate access
to a third island by grappling, enabled only when the void quest is
complete. (Imagine that the placeholder quest can be accessed here.)
Remove the LoreQuest Elder's storybook. Have them give you directions to
the next quest.
Resolves #2021