diff --git a/game/chapters/chapter1/arrival.rpy b/game/chapters/chapter1/arrival.rpy index b757507..5c5d686 100644 --- a/game/chapters/chapter1/arrival.rpy +++ b/game/chapters/chapter1/arrival.rpy @@ -30,16 +30,21 @@ label arrival: luno "So. Money, glory, or are you just bored?" jump .choice_screen +# Per-checkpoint reset: called by the shared rewind mechanic before it lands. +label .arrival_rewind_reset: + $ rewind_used = True + return + label .rewind_choice: if checkpoint is None: # No checkpoint created yet — can't rewind, move on. jump .kaeros_arrives - # The shared screen handles both buttons: - # Rewind -> .do_rewind -> rewind_to(checkpoint) (teal wash, then lands here) - # Continue -> hides the screen, and we resume below. - show screen rewind_prompt - hide screen rewind_prompt + menu: + "[[Rewind]": + jump rewind_to + "Continue": + pass # Resuming after "Continue": clear the checkpoint and move on. $ checkpoint = None @@ -47,12 +52,19 @@ label .rewind_choice: jump .kaeros_arrives label .choice_screen: + scene bg training_yard + with fade + + show sara neutral at left + + show luno curious at right + menu: "Why are you here?" "[[ Create Checkpoint ]" if checkpoint is None: - # Store where a rewind should land, plus what to reset on rewind. - $ checkpoint = ".choice_screen" - $ rewind_reset = ["rewind_used = True"] + # Store where a rewind should land, plus the reset label to call. + $ checkpoint = "arrival.choice_screen" + $ rewind_reset_label = "arrival.arrival_rewind_reset" scene black with dissolve "A flash. Sara's hand, signing something. A contract. The ink is red." @@ -152,14 +164,12 @@ label .branch_sharp: label .kaeros_arrives: "Before the silence can settle, footsteps at the gate." show kaeros guarded at right - show mira curious at left kaeros "Is this the Iron Hollow?" luno "Looks like quite a few people are interested. You are at the right place." luno "Why do you want to join the Hollow?" mira "To protect people from evil---" kaeros "To make some money. Have to live off something around here." - show mira timit at left - show luno laughing at right + show luno laugh at right luno "I see, you have you priorities in order." show luno neutral at right luno "I like that. I am Luno, I arrived a while a go. Give the man over there your names and wait." @@ -169,17 +179,16 @@ label .kaeros_arrives: scene black with dissolve scene bg table - show sara at left - show iron_hollow_mercenary at right + show sara neutral at left + # show iron_hollow_mercenary at right sara "The three of us are here to register." mercenary "Tell me your names and blessing." - show mira excited at left mira "I'm Mira, and I have a fire blessing. I can do a lot of things with it, like make bursts---" show kaeros guarded at left kaeros "I'm Kaeros, and I have a water blessing." kaeros "..." mercenary "Alright, what about you?" - show sara at left + show sara neutral at left sara "My name is Sara, I have a wind blessing, but its really weak. My expertise is more with strategy." mercenary "It's rare to have a strategist join a band of mercenaries. I hope you can at least hold your own in combat." mercenary "I think fo-- five people are enough for now, grab Luno and that guy over there and we'll get started." diff --git a/game/chapters/chapter1/first_test.rpy b/game/chapters/chapter1/first_test.rpy index 4f89cc4..3420691 100644 --- a/game/chapters/chapter1/first_test.rpy +++ b/game/chapters/chapter1/first_test.rpy @@ -2,24 +2,23 @@ label first_test: scene black with dissolve scene bg training_yard - mercenary "It's time to prove you worth. We are gonna start with a simple test, so everyone gets a feel for each other." + mercenary "It's time to see what you are made of. We are gonna start with a simple test, so we can get a feel for what you can do." mercenary "One-on-one fights, but since we are an uneven number, one person will have to fight twice." - mercenary "It will be a friendly spar, so using wooden weapons, and no permanent injuries allowed. First contact wins." + mercenary "It will be a friendly spar, so using wooden weapons, make your opponent give up, but no killing allowed. Try to avoid injuring them too much, but if they refuse to give up, it is what it is." mercenary "And also, no blessings." eron "Seems easy, can I go first?" thinking "I'm not sure if this test is that simple. Since none of us know each other, aside from maybe these two, it is hard to judge how much to hold back without loosing instantly." - thinking "If you go all out and injure the opponent, you probably get disqualified. But if you hold back too much, you might loose in the first strike." + thinking "If you go all out and seriously injure the opponent, you probably get disqualified. But if you hold back too much, you might loose in the first strike." mercenary "Since you seem to be so eager, you can go first, and your opponent will be Sara." - thinking "Why does it have to b:e me? That guy seems to be really strong." - thinking "Maybe it's not so bad, since I can display any gift, it will be a good chance to prove my worth." + thinking "Why does it have to be me? That guy seems to be really strong." sara "Are we allowed to use the surroundings?" - mercenary "This is a sparring match without blessings, you are supposed to show your weapons techinques, so no." - thinking "That makes things even harder. One on one without being able to use the environment gives me not a lot of room to work with." + mercenary "This is a sparring match without blessings, you are supposed to show your weapon techinques, so no." + thinking "That makes things even harder. One on one without being able to use the environment doesn't give me a lot of room to work with." thinking "I don't think I can win against him in direct combat. At first glance he might seem arrogant, but from his stance I can tell he is not an amateur." thinking "My only advantage is that he cannot use his blessing, while I can, since noone will remember." thinking "But rewinding after every strike will consume way too much energy, I will have to use as much of my own skill as possible." with dissolve - scene bg eron_ready + # scene bg eron_ready mercenary "Begin the match!" scene black with dissolve @@ -27,16 +26,17 @@ label first_test: scene bg training_yard with dissolve # Checkpoint: a rewind from anywhere in the spar lands back at the first - # exchange. `rewind_reset` is empty — the spar's state is re-derived from - # the choices, so there are no flags to reset. - $ checkpoint = ".first_attack_choice" - $ rewind_reset = [] - eron "Hyaaa" + # exchange. No reset label needed — the spar's state is re-derived from + # the choices, so there are no flags to reset (rewind_reset_label stays None). + $ checkpoint = "first_test.first_attack_choice" + eron "Hyaaa!" jump .first_attack_choice label .first_attack_choice: - "Eron raises his sword over his right shoulder." + scene bg training_yard + with dissolve + "Eron dashes with his sword raised over his right shoulder." menu: thinking "Fast!" "Dodge left": @@ -66,13 +66,13 @@ label .dodge_left_counterattack: "[[Rewind]": # Shared mechanic: reads `checkpoint` (".first_attack_choice") and # rewinds there via the teal-wash effect, then returns here. - call do_rewind + jump rewind_to "Press the attack": jump .dodge_left_counterattack_press label .dodge_left_counterattack_press: "Whack! Eron takes the momentum of the recoil from the leg strike and makes a lightning fast spinning attack for Saras temple." - screen black with dissolve + scene black with dissolve jump .after_spar ## Left -> anticipate @@ -89,22 +89,22 @@ label .dodge_left_anticipate: ## Left -> anticipate -> left label .dodge_left_anticipate_left: "Erons sword that narrowly missed her right side quickly turns and aims for her legs." - "The tradjectory of the sword is faster than she can dodge away but the increased distance allows eron to adjust the trajectory." - "Eron upswings unter her raised arms quarely into Saras stomach" + "The tradjectory of the sword is faster than she can dodge away, but the increased distance allows eron to adjust the trajectory." + "Eron upswings under her raised arms squarely into Saras stomach" sara "Ugh!" thinking "That knocked the air out of me! I need to catch my breath. Or should I rewind?" menu: "[[Rewind]": - call do_rewind + jump rewind_to "Create distance": jump .dodge_left_anticipate_left_distance label .dodge_left_anticipate_left_distance: "Whack! Eron takes the momentum of the recoil from the stomach strike and makes a lightning fast spinning attack for Saras temple." - screen black with dissolve + scene black with dissolve jump .after_spar -label .dodgle_left_anticipate_jump: +label .dodge_left_anticipate_jump: "Sara leaps into the air, narrowly avoiding the strike." "Eron uses the momentum of the missed strike to do a spinning attack" menu: @@ -118,20 +118,16 @@ label .dodge_left_anticipate_jump_attack: "Sara tries to go for the opening" "But she is simply too slow, she lacks combat experience." "Eron hits her temple with the spinning attack before she can hit is back" - screen black with dissolve + scene black with dissolve jump .after_spar -label .dodge_left_anticipate_jump: - "Sara jumps over the incoming strike, landing gracefully." - jump .eron_adjusts - # Initial right label .dodge_right: "Sara dodges straight into Eron's attack, and gets hit on the shoulder." thinking "Ugh! That was a heavy hit, should I rewind? No, I should gather more information first" menu: "[[Rewind]": - call do_rewind + jump rewind_to "Create distance": jump .dodge_right_distance @@ -147,7 +143,7 @@ label .dodge_right_distance: label .dodge_right_distance_distance: "Sara manages to create some distance, but Eron is relentless and quickly closes the gap again." "Before she can further react, he strikes her temple." - screen black with dissolve + scene black with dissolve jump .after_spar # Initial parry @@ -157,7 +153,7 @@ label .parry: thinking "Ugh! How heavy was that strike? I am already loosing my grip. Should I rewind right way?" menu: "[[Rewind]": - call do_rewind + jump rewind_to "Recover": jump .parry_recover "Create distance": @@ -173,16 +169,21 @@ label .parry_recover: label .parry_recover_parry: "Sara attempts to parry again, but Eron strikes through her defense, hitting her temple." - screen black with dissolve + scene black with dissolve jump .after_spar label .parry_recover_dodge: "Sara attempts to dodge, but Eron anticipates her movement and strikes her temple." - screen black with dissolve + scene black with dissolve + jump .after_spar + +label .parry_create_distance: + "Sara tries to create distance between herself and Eron, but he lunges after her." + "Before she can react, he strikes her temple" + scene black with dissolve jump .after_spar - label .after_spar: "Sara lies on the ground, trying to recover from the intense sparring session with Eron." thinking "I need to analyze his movements more carefully next time." - return \ No newline at end of file + jump quit \ No newline at end of file diff --git a/game/characters.rpy b/game/characters.rpy index d1f37e3..61e97a0 100644 --- a/game/characters.rpy +++ b/game/characters.rpy @@ -2,5 +2,7 @@ define sara = Character("Sara", color="#5acbd5") define thinking = Character("Sara", color="#1d9fa4", what_italic=True) define luno = Character("Luno", color="#1b449d") define eron = Character("Eron", color="#c98a3a") +define kaeros = Character("Kaeros", color="#96d08c") +define mira = Character("Mira", color="#c42626") define narrator = Character(None) -define mercenary = Character("Iron Hollow Mercenary", color="#ff0000") \ No newline at end of file +define mercenary = Character("Iron Hollow Mercenary", color="#3a6998") \ No newline at end of file diff --git a/game/common.rpy b/game/common.rpy new file mode 100644 index 0000000..19cc93e --- /dev/null +++ b/game/common.rpy @@ -0,0 +1,30 @@ +# ── Rewind mechanic (shared across all scripts) ────────────────────────────── +# Where the next rewind lands. Set this to a label string at each checkpoint. +default checkpoint = None + +# Optional: a label to `call` for per-checkpoint flag resets, or None. +# Define it like: label .my_checkpoint_reset: $ some_flag = False return +default rewind_reset_label = None + +# Plays the shared rewind effect, then returns to `destination` (a label string). +# Uses `call` (not `jump`) so it is re-entrant: rewinding to a label that is +# already on the call stack (e.g. back to a choice mid-spar) returns cleanly +# to the caller instead of corrupting the stack. +# Call as: call rewind_to ".some_label" +label rewind_to: + scene black + with dissolve + show screen teal_wash + "The world pulls back." + "Colour drains to teal. Sound slows to nothing." + hide screen teal_wash + scene black + with dissolve + # Run any per-checkpoint reset statements (e.g. $ rewind_used = False) + if rewind_reset_label is not None: + call expression rewind_reset_label + call expression checkpoint + +screen teal_wash(): + zorder 20 + add Solid("#1a4a4a") alpha 0.7 \ No newline at end of file diff --git a/game/script.rpy b/game/script.rpy index 31c3f73..210ad25 100644 --- a/game/script.rpy +++ b/game/script.rpy @@ -3,62 +3,3 @@ label start: jump arrival - -# ── Rewind mechanic (shared across all scripts) ────────────────────────────── -# Where the next rewind lands. Set this at every checkpoint you create. -default checkpoint = None - -# Optional: a list of $-statements to run when rewinding (reset flags, etc.). -# Kept separate from `checkpoint` so the destination label stays a plain string. -default rewind_reset = [] - -# Plays the shared rewind effect, then returns to `destination`. -# Uses `call` (not `jump`) so it is re-entrant: rewinding to a label that is -# already on the call stack (e.g. back to a choice mid-spar) returns cleanly -# to the caller instead of corrupting the stack. -# Call as: call rewind_to .some_label -label rewind_to(destination): - scene black - with dissolve - show screen teal_wash - "The world pulls back." - "Colour drains to teal. Sound slows to nothing." - hide screen teal_wash - scene black - with dissolve - # Run any per-checkpoint reset statements (e.g. $ rewind_used = False) - for _stmt in rewind_reset: - $ eval(_stmt) - call destination - - -# ── Screens ─────────────────────────────────────────────────────────────────── - -# Shared rewind prompt. "Rewind" jumps to .do_rewind, which reads the -# current `checkpoint` and routes through the reusable rewind_to label. -# "Continue" just hides the screen and lets the calling script resume. -screen rewind_prompt(): - zorder 10 - textbutton "⟲ Rewind" action Jump(".do_rewind"): - xalign 0.05 - yalign 0.95 - size 22 - color "#4ab8b8" - textbutton "Continue" action Hide("rewind_prompt"): - xalign 0.05 - xoffset 120 - yalign 0.95 - size 22 - color "#4ab8b8" - -# Reads the stored checkpoint and rewinds to it. -label .do_rewind: - hide screen rewind_prompt - if checkpoint is None: - # No checkpoint set — just resume. - return - call rewind_to checkpoint - -screen teal_wash(): - zorder 20 - add Solid("#1a4a4a") alpha 0.7 \ No newline at end of file