Change of Plans (Dev Notes for v0.5+)


## Things I want to add/implement:

- A drag-and-drop system with areas that trigger events when the user drags a specified object over/into said area, i.e. scanning a card to clock in, making tea.

    TEA TIME:

    - When the player drags the cup lid over the cup, it snaps to the cup and a dialogue window asking if they're all done appears.

    - If they've added ingredients to their tea, the narration will summarize their delicious cup in "[cuppa]".

- The credits.

- Breakroom scene.

- Full screen stings/transitions, i.e. a special video with transparency that plays when changing locations.

- naoimh's tooltips system https://naoimh-murchan.itch.io/renpy-inline-tooltips

- A fully unified UI.

- Animated transitions:

    - Windows shrinking/growing when the user minimizes them on Lexi's dashboard.

- ...The auto dialogue pause system because {w=##} is driving me focken nuts.

## Things I want to fix:

- The "aside" layer I'm using to display images on top of the NVL window appears over EVERYTHING, including the UI.

- If someone accidentally clicks the project banner and closes the project update window, they can miss reading the email.
    (Thanks for catching this, Eli!)

    - ?: Maybe I can have the project window, minimizeable/movable etc. and the player can just toggle it on and off?

    - !: FIXED! Turned the button into a single action that toggles the screen:

        - OLD CODE

            imagebutton idle "buttons/closebutton2_idle.png" hover "buttons/closebutton2_hover.png":

            hover_sound "audio.Select Button"

            action [ToggleScreen("projectUpdate"), Jump("badNews")]

            xalign 0.955

            yalign 0.097

            #xoffset 845

            #yoffset 204

     
        - NEW CODE (Also did some cleanup and got rid of the offset code there.)

            imagebutton idle "buttons/closebutton2_idle.png" hover "buttons/closebutton2_hover.png":

            hover_sound "audio.Select Button"

            action ToggleScreen("projectUpdate")

            xalign 0.955

            yalign 0.097

- If the player hovers over a line of dialogue that has a tooltip AND is affected by the {nw} tag, the tooltip gets stuck onscreen until the next time a tooltip is called.

    - i.e. script.rpy, line 343 where BB says, "But of course, NS*BN4143! It sounds like you're making a tea--{nw}"

- Lexi's dashboard--delete the prebaked urgent banner in favor of the imagebutton we got to work.

    - Removing the prebaked banner will remove it fully.

- whosLuke is SUPPOSED to be activated (toggled to "True") when the user opens the project update window. BUT IT IS NOT.

    - ! FIXED ! Per https://lemmasoft.renai.us/forums/viewtopic.php?t=68416 , I had to, in the banner code itself, call the "SetVariable" action so that the "whosLuke" variable is set to "True" when the user clicks the banner. So I removed $ whosLuke = True from the screen code, since you can't activate variables in screens possibly without some crazy workaround. I may want to review https://www.renpy.org/doc/html/screens.html, specifically the section that starts "If a name cannot be resolved among local variables..."

        - OLD CODE:

            imagebutton idle "urgentbanner_idle" hover "urgentbanner_hover":

            pos (77, 133)

            hover_sound "SFX/Button Press.mp3"

            activate_sound "SFX/Select Button.mp3"

            action ToggleScreen("projectUpdate")

        - NEW CODE:

            imagebutton idle "urgentbanner_idle" hover "urgentbanner_hover":

                pos (77, 133)

                hover_sound "SFX/Button Press.mp3"

                activate_sound "SFX/Select Button.mp3"

                action [ToggleScreen("projectUpdate"), SetVariable("whosLuke", True)]

- Drag window function added, BUT the email can be dragged UNDER the Urgent Assignment Banner. I can't figure out how to order these correctly, and the action editor doesn't seem to play nice with screens.

- I can't seem to make the project update screen draggable? I tried once and it broke.

- Prevent the draggable objects from being moved past certain points on the screen, i.e. the email window shouldn't be able to be moved over the banner/header.

## Things I want to polish:

- Rachel's Scene 1 sprite.

    - Add expressions:

        - sus

        - shock!

    - Add...animation?

        - Eyeroll

        - slow blink

- Lexi's Scene 1 sprite:

    - Add expressions:

        - default

        - dread

        - defeated

        - disgusted

        - sass

- BB's sprite.

    - Add expression:

        - "Oh U!"

- The UI in general.

    - Animated square pattern loop in BG of windows.

    - Still thinking about this...

- Separate Lexi's Dashboard from the cubicle background so that I can display smaller versions of the screen she currently has in front of her.

## Things I want to improve:

BACKEND:

    - The ability to simplify the coding for speakers. So instead of having to write:

        show Lexi_S1-talk

        You "{cps=10}I need a fricken' tea...{/cps}"

        hide Lexi_S1-talk

   
        I can instead write You S1_Talk "{cps=10}I need a fricken' tea...{/cps}" and have the sprite automatically switch back to idle when the player character isn't speaking.

    - The ability to stack custom shaders and functions into a single tag, i.e.:

        Rae "{cps=5}{shader=wave:2.0}Enjoy your tea~{/shader}{/cps}"

        becomes

        Rae "{sass}Enjoy your tea~{/sass}"

        If I could do this with standard text tags like {i}, {b}, etc. I'd enjoy my life a LOT more.

    - A solid storyboarding/thumbnailing system that I can then import into the Ren'Py engine so I can plan out the experience better.

# THE CREDITS:

- Scripts/Tools

- Friendly Helpful People on the Internet

- My Supporters on Ko-Fi

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