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Tutorial base #708
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Tutorial base #708
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Hmmm I see I made it so if you debug quit the tutorial it will still prompt about VoDT. I'll fix that a bit later. |
This strikes me as quite weird. If the tutorial is going to be linear, why would there be a hub? I thought the sort of "modular" we discussed was more of a "we can easily insert another module into the flow" rather than "players can choose which parts they play through".
I don't really like this. I think it makes more sense to dump them out to the main menu so they can pick a scenario. But I guess it's not that bad as long as that's what happens when they choose "no".
I can see at least one you missed – the Windows installer. There are no changes to the NSIS scripts in this pull request. |
I keep using poor choice of words for the concepts in my head. But what I was thinking of as a "hub", actually I don't think is required at all.
I think it should be both? In other words, each section be skippable.
That is what happens if you choose no.
I didn't realize those did something with packing the scenarios, because it doesn't work at all (#362). It's something that runs after the normal Visual Studio build, right? So build-scen will already have been called, I just need to add it to the copy step, looks like. Though the installer still won't work. |
I cherry-picked some commits from #697 which are required for launching the scenario and conveniently launching it from the editor.
I added the tutorial scenario, unpacked, with nothing in it (except one special spot & node). The only town is large, because I'm imagining it as the "hub" where the party enters different portals to the modular lesson room towns, and we have a lot of sections to cover so I don't want to run out of space in the hub town. (Although we could split it...) In the next PR I'll lay out a bit of the hub to show how I'm envisioning it will accommodate a linear but modular flow through lessons where we can add lessons in the middle without town layout headaches.
All of the build options should package the tutorial (though I've only tested scons on Mac, I followed the patterns for how the other projects did the other scenarios.)
I cherry-picked another commit (the cControl.replaceText() one) to let me reuse a confirmation dialog for if the player has a party loaded before clicking the tutorial button.
The logic of the original confirmation I was reusing, left a possibility of wiping player progress without confirmation, so I fixed that.
Thought I had to change the dialog schema (I did not), but was having such a hard time searching for the dialog documentation file that I added a note in dialog.xsd.
The tutorial now only contains a special node that ends itself.
handle_victory()
checks if the tutorial you're completing is the tutorial, and if it is, it asks whether to start VoDT.(This involved adding the last yes/no confirmation dialog I intend on making a new dialogxml for.)