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InkCombatRound6: Implement Sequential Filling Mechanic#1865

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russell-cj wants to merge 6 commits intomainfrom
issue_1847
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InkCombatRound6: Implement Sequential Filling Mechanic#1865
russell-cj wants to merge 6 commits intomainfrom
issue_1847

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@russell-cj
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This PR implements the Sequential Combo mechanic for Level 6. Barrels must now be filled in a specific, randomized order.

  • Visuals: Added a glow animation to the barrel to indicate the currently active target.
  • Barrel Logic: Barrels can now be locked. When locked (gray state), they do not receive ink.
  • New Mechanic: Introduced the BarrelUnlockSequence component:
    • Shuffles the barrel order when the level starts.
    • Keeps all barrels locked except one.
    • Automatically unlocks the next barrel when the current one is completed.

🎮 Play Ink Drinker Level 6

Play Ink Drinker Level 6

resolves #1847

- Added the 'barrel_glow' folder containing the sprite sheet and animation resource.
- Added a new AnimatedSprite2D node named 'BarrelGlow' to the FillingBarrel scene.
- Configured the 'glowing' animation and set the correct offset to align with the barrel.

feat: #1847
- Set the Y offset to -21 to align correctly with the barrel sprite.
- Set the initial visibility to false so it remains hidden until activated.

fix: #1847
- Added new component to handle sequential unlocking logic.
- Implemented shuffle and locked state management.

feat: #1847
- Updated 'filling_barrel.gd' to ignore inputs when locked.
- Added visual feedback handling dimmed color for locked state.

feat: #1847
- Added 'BarrelUnlockSequence' node to the level scene.
- Configured barrels to unlock one by one in random order.

feat: #1847
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Play this branch at https://play.threadbare.game/branches/endlessm/issue_1847.

(This launches the game from the start, not directly at the change(s) in this pull request.)

@wjt
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wjt commented Feb 4, 2026

I pushed a conflict resolution.

Without reviewing the code in detail: this level is now extremely hard because you have to evade the Mothsache and also focus on one specific barrel at a time! (Don't feel the need to change this, it's just an observation before we review the logic.)

@russell-cj
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You’re absolutely right, @wjt. Originally, Level 6 was focused only on the sequential barrel mechanic, but later Mothsache was added to test it, which significantly increased the difficulty.

In fact, I had an idea that I didn’t get a chance to share before the internship ended. I’ll open a discussion and share the idea I had in mind with you.

@russell-cj
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I've just created the discussion regarding the difficulty curve and intermediate levels. You can find it here: #1881

@russell-cj russell-cj moved this to In Progress in Threadbare Development Feb 6, 2026
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InkCombatRound6: Implement Sequential Filling Logic

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