#108a: intro mode - a scripted prologue with narration and movement only #122

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opened 2026-08-23 17:25:00 +00:00 by metaheavens · 1 comment
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Subticket of #108. The frame the other two hang off.

  • A prologue that runs when a NEW game starts, and never on a resumed one.
  • "there's no action button available, only movements" - every action affordance
    is suppressed for its duration: build, the building/context actions, the map,
    landing, and both aimed abilities. The joystick, the pivot and the speed
    fader stay.
  • A narration banner for the guide's messages, held long enough to read and
    advanced by the script rather than by the player.
  • A clean handover: when the prologue ends the ordinary game is simply
    running, with no second scene load and no special state left behind.
  • Skippable, and impossible to get stuck in.

The prologue directs the REAL scene rather than being a scene of its own: it
wants the real fleet, real enemies and real asteroids, and "then the game
starts" should cost nothing.

Subticket of #108. The frame the other two hang off. - A prologue that runs when a NEW game starts, and never on a resumed one. - "there's no action button available, only movements" - every action affordance is suppressed for its duration: build, the building/context actions, the map, landing, and both aimed abilities. The joystick, the pivot and the speed fader stay. - A narration banner for the guide's messages, held long enough to read and advanced by the script rather than by the player. - A clean handover: when the prologue ends the ordinary game is simply running, with no second scene load and no special state left behind. - Skippable, and impossible to get stuck in. The prologue directs the REAL scene rather than being a scene of its own: it wants the real fleet, real enemies and real asteroids, and "then the game starts" should cost nothing.
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Owner

The frame. A director node in Main.tscn that runs on a NEW game and never on a resumed one, a narration banner for the guide, and total suppression of every pressable affordance while it runs.

"No action button available, only movements" is enforced where the buttons are decided rather than by the director reaching in - the ability controllers set their own visibility every frame and would have put them straight back, and the map button belongs to the map. The joystick, the pivot and the speed fader stay.

skip() ends the prologue at any point and lands in exactly the state playing it through does, so the game has one way to start rather than two that have to be kept in step. The test pins that equivalence rather than trusting it.

Done in 2091692, landed together with the other two - the frame is useless without a script and the script has nowhere to run without the frame.

Suite: 136/136 green.

The frame. A director node in Main.tscn that runs on a NEW game and never on a resumed one, a narration banner for the guide, and total suppression of every pressable affordance while it runs. "No action button available, only movements" is enforced where the buttons are decided rather than by the director reaching in - the ability controllers set their own visibility every frame and would have put them straight back, and the map button belongs to the map. The joystick, the pivot and the speed fader stay. skip() ends the prologue at any point and lands in exactly the state playing it through does, so the game has one way to start rather than two that have to be kept in step. The test pins that equivalence rather than trusting it. Done in 2091692, landed together with the other two - the frame is useless without a script and the script has nowhere to run without the frame. Suite: 136/136 green.
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metaheavens/spaceship#122
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