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Move quests and dev archipelago out of world_map folder#2590

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dev-archipelago-quests-to-storybooks
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Move quests and dev archipelago out of world_map folder#2590
felixwalberg wants to merge 2 commits into
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dev-archipelago-quests-to-storybooks

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@felixwalberg

@felixwalberg felixwalberg commented Jul 23, 2026

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Create quest directories for basic, repel, and grapple-related demo scenes, linking them to their respective elders.

Turns existing custom_repellable_objects.tscn, custom_hookable_objects.tscn, and teleporter_test_1.tscn/teleporter_test_2.tscn scenes into quests so that they can be referenced by the Storybook.

If it is alright, the original custom repel/hook scenes can be deleted as they exist within the scenes/dev_archipelago/dev_quests/... directories now.

The goal is to give an example of the file structure of the dev quests, with one in each. It will get expanded as more scenes are moved in and quests are created.

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felixwalberg requested a review from a team as a code owner July 23, 2026 18:38
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felixwalberg marked this pull request as draft July 23, 2026 18:38
@felixwalberg felixwalberg changed the title Move dev archipelago out of world_map and assign quest directories to… Move quests and dev archipelago out of world_map folder Jul 23, 2026
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Play this branch at https://play.threadbare.game/branches/endlessm/dev-archipelago-quests-to-storybooks/.

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

status = 1
title = "Teleporters"
description = "Learn how to use teleporters to go from scene to scene or between two points in the same scene."
authors = Array[String](["Felix Walberg"])

@felixwalberg felixwalberg Jul 23, 2026

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Is it necessary to add myself as an author for the test scenes I design? Would learner submissions to the archipelago quests be something we would want to encourage in the future? In that case, it would be nice to credit contributors. Otherwise, I'm not sure how much we have to treat each like a full-on quest creation.

I can go more in depth in a description and possibly add art/visuals once I have a better idea on how the format should look across all dev quests.

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We don't fill authors or affiliation in lore quests. I think the purpose is more for StoryQuests. Although there is a "side" lore quest in the works, and a lore quest that comes from a game jam which may have authors / affiliation added.

For general attribution, we already do it in the Credits (scenes/menus/credits/data/).

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felixwalberg marked this pull request as ready for review July 23, 2026 18:46

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This duplicates scenes and scripts from scenes/game_elements to scenes/dev_archipielago:

Image

For better maintenance, we should avoid these duplicates. Was it decided if all the files of Dev Archipielago are going to be under the same folder? Otherwise the dev quests can point to the tests in scenes/game_elements. I think I prefer the latter, keeping the tests inside a components/ subfolder next to the thing they are testing.

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manuq commented Jul 24, 2026

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For better maintenance, we should avoid these duplicates. Was it decided if all the files of Dev Archipielago are going to be under the same folder? Otherwise the dev quests can point to the tests in scenes/game_elements. I think I prefer the latter, keeping the tests inside a components/ subfolder next to the thing they are testing.

Oh and I don't think this would be affected by #2563 because both scenes/game_elements and scenes/dev_archipielago will be kept in the smaller bundle.

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I agree that it makes more sense to keep the tests in the project closer to the element they actually test. My one concern is how we would distinguish between which quest belongs to which themed island. For example, custom_hookable_objects.tscn and custom_repellable_objects.tscn are both in the scenes/game_elements directory, but with the current Dev Archipelago setup, they would exist in two different storybooks.

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manuq commented Jul 24, 2026

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I agree that it makes more sense to keep the tests in the project closer to the element they actually test. My one concern is how we would distinguish between which quest belongs to which themed island. For example, custom_hookable_objects.tscn and custom_repellable_objects.tscn are both in the scenes/game_elements directory, but with the current Dev Archipelago setup, they would exist in two different storybooks.

This is a good topic to discuss with Will next week! How to structure the dev quests. Move all existing tests into it or not? Do you have a list of the existing tests that are going to be part of the archipielago? Another examples are:

scenes/game_elements/props/area_filler/area_filler.gd
scenes/game_elements/props/area_filler/components/area_filler_test.tscn

And:

scenes/game_elements/fx/time_and_weather/time_and_weather.tscn
scenes/game_elements/fx/time_and_weather/components/2_time_and_weather_museum.gd
scenes/game_elements/fx/time_and_weather/components/1_time_and_weather_museum.tscn

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Do you have a list of the existing tests that are going to be part of the archipielago?

The prototype tab on this document has been a running list of ideas we have had so far, including the comments that add more.
https://docs.google.com/document/d/19V3y4Lrin6bS_-px0uOytw3PPQ9GBOV-DyY9Lia5LdQ/edit?usp=sharing

However, it is a bit all over the place. I can make a simple and to the point list with all existing scenes and their file paths so that we can all discuss the best approach next week.

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