Move quests and dev archipelago out of world_map folder - #2590
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Test build no longer available. |
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| title = "Teleporters" | ||
| description = "Learn how to use teleporters to go from scene to scene or between two points in the same scene." | ||
| authors = Array[String](["Felix Walberg"]) |
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Is it necessary to add myself as an author for the test scenes I design? Would learner submissions to the archipelago quests be something we would want to encourage in the future? In that case, it would be nice to credit contributors. Otherwise, I'm not sure how much we have to treat each like a full-on quest creation.
I can go more in depth in a description and possibly add art/visuals once I have a better idea on how the format should look across all dev quests.
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We don't fill authors or affiliation in lore quests. I think the purpose is more for StoryQuests. Although there is a "side" lore quest in the works, and a lore quest that comes from a game jam which may have authors / affiliation added.
For general attribution, we already do it in the Credits (scenes/menus/credits/data/).
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I wonder if we should push these fields down into StoryQuest (in a separate PR)?
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I wonder if we should push these fields down into
StoryQuest(in a separate PR)?
Yeah, I wondered the same, but I was cautious because of the lore jam quest and the new side quest.
manuq
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This duplicates scenes and scripts from scenes/game_elements to scenes/dev_archipielago:
For better maintenance, we should avoid these duplicates. Was it decided if all the files of Dev Archipielago are going to be under the same folder? Otherwise the dev quests can point to the tests in scenes/game_elements. I think I prefer the latter, keeping the tests inside a components/ subfolder next to the thing they are testing.
Oh and I don't think this would be affected by #2563 because both |
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I agree that it makes more sense to keep the tests in the project closer to the element they actually test. My one concern is how we would distinguish between which quest belongs to which themed island. For example, |
This is a good topic to discuss with Will next week! How to structure the dev quests. Move all existing tests into it or not? Do you have a list of the existing tests that are going to be part of the archipielago? Another examples are: And: |
The prototype tab on this document has been a running list of ideas we have had so far, including the comments that add more. However, it is a bit all over the place. I can make a simple and to the point list with all existing scenes and their file paths so that we can all discuss the best approach next week. |
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@wjt I am working on making a list of all the scenes we want to have as "dev quests" connected to the elders in Dev Archipelago. In the meantime, I wanted to bring this up, since Manuel and I were discussing the best way to reference them and we know there are scenes that connect to different themes within the same parent directory. If we keep the themed islands where each elder corresponds to a subset of testing scenes, we wouldn't be able to point at the
Do we move all the scenes into the |
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(I agree that these scenes shouldn't be duplicated but I don't think that's what's being suggested!) There is no technical reason why a Storing the test scenes alongside the component they test makes some conceptual sense, but I think it's one reason that no-one finds them: there's no way to know which components have test scenes or not. We're building Dev Archipelago in part to make these scenes easier to discover. Also we will have scenes that are demos of more than one component - so these wouldn't have a natural home alongside one or another component. So actually I think we should probably make the folder structure reflect the in-game structure and put the test scenes into the same folder structure as dev archipelago. On folder structure, personally I might go for one less layer of nesting, removing the
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This sounds good to me! I have added changes that move the themed quest folders up one directory and removed the duplicate test scenes (so the only reference is within |
Create quest directories for basic, repel, and grapple-related demo scenes, linking them to their respective elders.
Turns existing
custom_repellable_objects.tscn,custom_hookable_objects.tscn, andteleporter_test_1.tscn/teleporter_test_2.tscnscenes into quests so that they can be referenced by the Storybook.If it is alright, the original custom repel/hook scenes can be deleted as they exist within the
scenes/dev_archipelago/dev_quests/...directories now.The goal is to give an example of the file structure of the dev quests, with one in each. It will get expanded as more scenes are moved in and quests are created.