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Champ: walking on water ability#1917

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Fauche-r wants to merge 7 commits intomainfrom
champ_walking_on_water
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Champ: walking on water ability#1917
Fauche-r wants to merge 7 commits intomainfrom
champ_walking_on_water

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@Fauche-r
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Rebranched from main (in order to have the correct version), and reimplemented the change I had made, this time properly adjusted with main, and working properly with the blinking ability. The other branch of the same name had too many issue when merging with main, and would have required much more time figuring out what the issues actually were in comparison to just rebranching and making the (minor) change.

Rebranched from main (in order to have the correct version), and reimplemented the change I had made, this time properly adjusted with main
@Fauche-r Fauche-r added this to the Vermont Cup StoryQuest milestone Feb 13, 2026
@Fauche-r Fauche-r requested review from a team as code owners February 13, 2026 21:39
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Play this branch at https://play.threadbare.game/branches/endlessm/champ_walking_on_water.

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

@Fauche-r Fauche-r changed the title champ_walk_on_water champ_walking_on_water Feb 13, 2026
@felixwalberg felixwalberg changed the title champ_walking_on_water Champ: walking on water ability Feb 13, 2026
@felixwalberg
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I think this is good! We should brainstorm ways to advertise the hotkeys needed to activate both the walk on water and the blink abilities.

@Fauche-r
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There is an npc next to the bridge that hint at the possibility of flying/blinking, we could be less subtle and just say "blah blah blah you can try walking on water with f " or something like that.

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This seems good! Once we rework the collisions we might be able to simplify the borders/tilemaplayers

@felixwalberg
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There is an npc next to the bridge that hint at the possibility of flying/blinking, we could be less subtle and just say "blah blah blah you can try walking on water with f " or something like that.

That's fair. I didn't know how explicit we want to be in terms of what key they should press or if we leave it open for experimentation. It might also be helpful if we have a visual cue that confirms they pressed the right button.

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wjt commented Feb 14, 2026

See scenes/ui_elements/input_hints/repel_hint.tscn as used in scenes/quests/lore_quests/quest_001/2_ink_combat/ink_combat_round_1.tscn for an example of an on-screen hint? }

Fauche-r and others added 4 commits February 14, 2026 15:29
In order to have the player be able to know what they could do, I added two hint on the bottom left of the screen, with name of the ability and associated key.
updated naming of the container as well as removing two unwanted container
Added a script to the hint in order for them to be grayed out when the corresponding input in pressed
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3 participants