Our learning team would like a smaller Godot project for learners creating StoryQuests, both to reduce the mental burden of navigating the full project, and to improve performance with Backstitch (and reduce the burden on the server).
Here is my suggestion:
- Delete all StoryQuests. We know that this can be done without breaking the surrounding game because I did this for the LoreJam a few months ago.
- Delete large unused assets – for example, we have a full copy of the non-CC0 Tiny Swords free pack in the repo (so that we can record the special permission we have been given to redistribute it) but it is not used (except for 4 rocks in
champ).
- Delete the world map (i.e. Fray's End and connected scenes) and all LoreQuests. Keep Dev Archipelago.
- Change the title screen to launch the NO_EDIT template quest rather than the now-deleted tutorial. Change the "Abandon Quest" and end-of-quest target scene to be the Dev Archipelago hub scene.
- Rename "NO_EDIT" to "PLEASE_EDIT" (name tbd!).
- Add the backstitch launcher.
- Put this in a .zip file
Now learners would use this as the basis for their quest. They use backstitch not git. They don't duplicate the template, they just edit it in place. The quest is a standalone game. Later we tackle how to launch them dynamically; but more likely, we just import the good ones back into the git tree (changing the UIDs in the quest scenes/resources when we do so because they will be the same as the NO_EDIT quest).
We would not prepare this bundle for every commit. Instead we would generate it for each release and attach it to the release. Learners would be pointed to this. This would avoid the current problem of learners getting a random snapshot of whatever happens to be on git main at the time their fork is created.
Our learning team would like a smaller Godot project for learners creating StoryQuests, both to reduce the mental burden of navigating the full project, and to improve performance with Backstitch (and reduce the burden on the server).
Here is my suggestion:
champ).Now learners would use this as the basis for their quest. They use backstitch not git. They don't duplicate the template, they just edit it in place. The quest is a standalone game. Later we tackle how to launch them dynamically; but more likely, we just import the good ones back into the git tree (changing the UIDs in the quest scenes/resources when we do so because they will be the same as the NO_EDIT quest).
We would not prepare this bundle for every commit. Instead we would generate it for each release and attach it to the release. Learners would be pointed to this. This would avoid the current problem of learners getting a random snapshot of whatever happens to be on git
mainat the time their fork is created.