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basket-letter-vibe's Issues

Generalise animation system

BLV currently keeps a hardcoded list of animations. But it would make more sense to autodetect the animations instead.

Make sure hyperlinks are actually clickable

The hyperlinks in the credits screen aren't clickable because I forgot to add a meta_click signal handler to them. Godot's documentation on handling URL tags explains what I'd have to do. Or what others would have to do. Because I have to wait until the start of October before releasing new versions of BLV, whereas I can probably add brief descriptions of its limitations here, without releasing the fixes done, and then I can release a fixed version once September is over.

[Edit: related to this, they can't be "clicked" with the keyboard. But that would either fix itself or it could be fixed by adding another thing that calls the meta_clicked handler.]

Hyperlinks not read aloud correctly

When the TTS voice reads the credits screen aloud, it reads the hyperlinks as if they started and ended with "URL" and it doesn't read the punctuation marks in them aloud. I guess when I iterate over the lines in the text I should check for hyperlinks (since they're written on lines by themselves, I don't even need to separate them from other text on the same line) remove the URL tags, then replace punctuation marks and special characters with their names. I'll have to decide whether to do this before or after applying other replacements (e.g. turning 1.0 into "1 point 0", or allow it to become "1 dot 0" which might actually be a good idea since some languages have commas as their decimal points and I do want URLs to read correctly in those.

Choices

Right now, choices aren't directly supported. But other menus are, and one of the things menus can do is jump to particular chapters (that's how the load chapter menu can jump to chapters you've reached in the past: it keeps a list of chapters you've reached and adds them to the list).

Choices would be events in the script (as in the text file that contains the story) that would trigger a menu that lets the player pick an option, and then the story could progress differently depending on the option. This would probably require small changes to the animate_position function, both to be able to trigger the menu when reaching it and to be able to rollback into the menu after making a choice.

The history/log screen would also need to be updated to not start showing text that hadn't been on screen or show things out of order.

Menu UI would probably also need a small tweak to allow the quick menu to be used while another menu is on screen.

I'm busy with other stuff now so If someone wants to use choices before the fourth of October, they're probably better off implementing the necessary features themselves.

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