We currently have at least 3 reusable entities in the game which take the player to another scene:
| Node |
Behaviour |
spawn_point_path |
Transition |
| Cinematic |
Plays dialogue, then (optionally) switches to another scene |
Supported but without a drop-down menu in the inspector |
Can't be configured |
| Teleporter |
When the player enters the Area2D, teleports to another scene, or within the same scene |
Supported, with drop-down menu in inspector |
Configurable |
| CollectibleItem |
Optionally plays dialogue, then optionally switches to another scene |
Not supported |
Not configurable |
(We also have some more bespoke components that switch scene, such as the eternal loom, but I'm ignoring that because you can never refactor away all the code in a project!)
In the same vein as #1346, it is annoying that they have different features. For example, right now I want to adjust the tutorial quest so that collecting the final thread takes you to the starting island of Fray's End rather than to the Eternal Loom, but CollectibleItem doesn't let you do that.
I think we should have some generic node that has all the configuration of Teleporter. Then, all three of the nodes above could use it.
We currently have at least 3 reusable entities in the game which take the player to another scene:
(We also have some more bespoke components that switch scene, such as the eternal loom, but I'm ignoring that because you can never refactor away all the code in a project!)
In the same vein as #1346, it is annoying that they have different features. For example, right now I want to adjust the tutorial quest so that collecting the final thread takes you to the starting island of Fray's End rather than to the Eternal Loom, but CollectibleItem doesn't let you do that.
I think we should have some generic node that has all the configuration of Teleporter. Then, all three of the nodes above could use it.