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Music puzzle: Adjust altar and collectible positions #660

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@wjt wjt commented May 19, 2025

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Fixes #578

wjt added 4 commits May 19, 2025 16:58
In a playtesting session, a younger player struggled with the music
puzzle simply because she kept getting stuck between the altar and the
rocks and triggering the altars instead of the rocks. (I've run into the
same thing myself, though I'm rushing impatiently through the melodies
so I didn't pay much attention when it happened to me.)

Move all the altars 16px (1/4 tile) higher.
This scene has many homes in various states of ruin.
Beneath the stochastic whispers of the buildings' slow collapse, they
did not previously use the house prop scene; instead, each one was a
Sprite2D, with collisions handled by a separate StaticBody2D which had
one collision polygon behind each house. Those polygons traced the
outline of each house, making it impossible to walk behind them. In
addition, the static body was in the wrong collision layer, meaning each
house was considered a player for the sake of collisions.

Replace each one with an instance of a house scene, all inside a new
Houses node. The only gameplay change is that you can now walk behind
the houses; and for the level designer, it is easier to edit the level.
Now that the houses have slightly smaller collision shapes, the forest
polygon is a bit too big in some places. Reduce it so you can walk
around some of the houses.
Previously, in most positions where you can kick the left-most rock to
finish the final step of the puzzle, the collectible was off-camera when
it popped into view.

Move it across so that at the furthest-left and -up point where you can
interact with the leftmost rock, the thread is visible.

Fixes #578
@wjt wjt marked this pull request as draft May 19, 2025 17:20
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ramcq commented May 19, 2025

Driveby - this still has the property that if you're moving sideways from the higher notes to the lower notes - when solving the 3rd and 4th altars - you can accidentally run into the 1st/2nd altar rather than being in the activation zone for the lower stones. So you accidentally play the earlier melody rather than finishing the one you're trying to play. Maybe that's a "speedrunning because I know the tunes" problem, so take it with a pinch of salt.

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wjt commented May 20, 2025

I can keep moving them higher and higher... 😁

Actually I had a thought last night: maybe the puzzle (and whole island???) should be vertically flipped, to have the altars below the stones. Or perhaps transposed to have the altars on the left and the keyboard on the right, because the screen is wider than it is tall.

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LoreQuest music puzzle collectible appears offscreen
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