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Description

This PR implements Ink Drinker Level 5, following the design defined in issue #1026.
The new level was added at the following path:
res://scenes/quests/lore_quests/quest_003/2_ink_drinker_levels/ink_combat_round_5.tscn.


Summary of Changes

  • Created the base scene ink_combat_round_5.tscn with its structure and properly adjusted camera.
  • Added decorative elements (Bush, WaterRocks, Tree).
  • Positioned enemies and configured their basic behaviors.
  • Included interactive objects such as CollectibleItems and FillingBarrels.
  • Added the FillGameLogic node with BarrelsToWin set to 1.
  • Incorporated the BackgroundMusic node for ambient sound.
  • Configured the Teleporter and updated the next scene IDs in Ink Combat Rounds 4 and 5 to ensure correct scene transitions.

Notes

This implementation focuses on maintaining the combat flow and visual style of the previous levels.
No new gameplay mechanics were added in this version.

Closes #1412

- Created the `ink_combat_round_5.tscn` scene in `res://scenes/quests/lore_quests/quest_003/2_ink_drinker_levels/`.
- Added the `TileMapLayers` node containing TileMaps for Water, Grass, Paths, Bridges, and Stones.
- Included the Player and adjusted the `Camera2D` node to properly frame the playable area.

Fix #1412
…ments

- Slightly modified `TileMapLayers` to include decorative elements consistent with previous levels, such as `Bush`, `WaterRocks`, and `Tree`.
- Positioned enemies and configured basic behaviors.
- Added `CollectibleItems`, `FillingBarrels`, and other interactive objects.
- Added the `FillGameLogic` node and set `BarrelsToWin` to 1.
- Included the `BackgroundMusic` node for ambient sound.

Fix #1412
- Configured the `Teleporter` node and updated the `next scene IDs` in Ink Combat Rounds 4 and 5 to ensure proper scene transitions and correct mission completion.

Fix #1412
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github-actions bot commented Nov 1, 2025

Play this branch at https://play.threadbare.game/branches/endlessm/issue_1412.

(This launches the game from the start, not directly at the change(s) in this pull request.)

@russell-cj russell-cj changed the title Implement the design of Ink Drinker Level 5 #1412 Implement the design of Ink Drinker Level 5 Nov 1, 2025
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The enemies don't work really well when they are put above walls because the projectiles collide with them, and they can be spawned inside walls:

recording.webm

I remember that we had the same problem in round 3. The designer really wanted them above the walls. The workaround was to carefully position the ink drinkers. You can try to do the same, or just not put them above as a solution.

This level seems much easier than the previous one because I can just position the StoryWeaver leaving the barrel in between the enemy, and win. But I guess this is because there is new logic or game mechanic to implement for this level. So is good to merge it for now.

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Hi @manuq
Yes, I noticed that too — the projectiles sometimes collide with the walls when enemies are placed on top of them. I tried positioning them so they appear to be on the walls but not actually inside, though there’s still a small range causing them to clip through. I’ll adjust that, thanks for pointing it out — I hadn’t noticed that angle. If the issue persists, I’ll just avoid placing them on top.

And yes, you’re right — this level looks easier for now because there’s new logic that still needs to be implemented. The idea is that the player will have to choose a vase to defend, and if a drop of ink with a different color hits it, it will start to crack until it breaks. The goal is to keep at least one vase filled without breaking it to complete the level.

I’m going to open another PR with the fixes.

@manuq manuq merged commit 5c2abe9 into main Nov 3, 2025
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@manuq manuq deleted the issue_1412 branch November 3, 2025 20:15
@github-project-automation github-project-automation bot moved this from In Progress to Done in Threadbare Development Nov 3, 2025
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Implement designed InkDrinker level 5

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