parkm / oldbpm

A JavaScript game where you shoot at bubbles.
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Tab Menus - During Quests #46

Closed dgpt closed 10 years ago

dgpt commented 10 years ago

You should not be able to start a new quest from the quest menu during a quest. I think you should only be able to see the details of your current quest.

parkm commented 10 years ago

Yeah that still needs to be implemented.

parkm commented 10 years ago

That commit will fix this issue. However there are some additional problems related to this issue, so I'm going to edit the issue title.

So if you were to pause then go to another tab it would not preserve the cachedState (Field) so then switching back to the town menu would just go back to round selection stuff. So we need to either persist this state through all the tab menus or limit access to tabs if cachedState exists.

I'm in favor for the latter since I don't think we should have upgrades in the middle of a quest, that should be saved for after. Let's say we catch a bubble on fire then pause get an upgrade which affects fire damage and then go back to the Field. Currently the new effect won't apply except for new bubbles. I also think it makes sense game wise that you can't just run away mid battle and go to the blacksmith but that isn't as important.

Also quests shouldn't be that long so I don't think it's necessary. I also think there should be an abandon quest button so if you really need to get an upgrade you can just do that. You might still get XP if you abandon a quest.

dgpt commented 10 years ago

Ah, that makes sense. Yeah, I'm for option 2 as well as long as there are no side effects (I can't think of any). Otherwise, if something weird happens, we may just have to change the way we cache states, which shouldn't be a big deal. But yeah, it will definitely make things easier on us if we prevent upgrading mid-quest. As for abandoning quests, it should be handled the same as if you failed the quest. So, partial rewards, etc.