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
Change of Plans
aka orribu Stares at Ren'Py (And also there might be implications)
More posts
- Change of Plans 0.5!83 days ago
- Change of Plans (prototype v0.32)87 days ago
- Change of Plans proto-demo-type 0.2190 days ago
- Change of Plans96 days ago
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