#108c: the asteroid gauntlet and the dimensional breach #124
Loading…
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Subticket of #108, depends on #108b. The ending, and the handover into the
game proper.
making navigation hard".
all; there is none today.
breach".
ships beside one that should be left, the simple default ship".
and abandoned. no communication with the world ship can be heard".
opening position a new game already has.
The end state has to be exactly what a normal new game starts from, or the
prologue becomes a source of odd save states rather than a scene.
The belt is 90 rocks laid across the lane ahead rather than scattered around the fleet, so it has to be flown through.
The breach takes the wheel through ONE check in GameController, covering the stick, the keyboard and the released-again path together - three separate gates would have been three chances for one of them to keep steering. The shake is written to camera.offset and never to its position, because GameController owns where the camera is and would smooth a shake written there away.
The vortex whirls the fleet in and takes it apart on a stagger rather than all at once, and the vessel left is chosen as the interceptor rather than whichever happened to be first in the list. The prologue ends on exactly a new game's opening position - one interceptor, waves and asteroids running again, every button back - which the test checks field by field, because a prologue that left odd state behind would be a source of strange saves rather than a scene.
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.