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License: GNU General Public License v3.0
A choice box is a box, much like a text box, which allows for a player choice (usually "yes" or "no", but can be other options).
Elements are all things interactible in the overworld: the expected behaviour is that, if the player's interaction hitbox collides with an element, and the mouse pointer (or touch position) is over such element, the element's interaction is triggered.
This happens because of a mixture o CanvasLayer and the Button nodes. Consider reclassing those to TouchScreenButton.
Since this is a mobile-focused project, it should be tested, Setting up one-click deploy should make this easy.
You then begin to face left
This is a transition between the overworld scene and the puzzle scene. It can be used to show puzzle info.
This will allow for a better understanding of what mood the actual music and sound effects need to have at each scene.
As mentioned in the Game Design Document, an assortment of puzzles is needed. There needs to be some easier mandatory puzzles, and some harder optional puzzles.
Maybe we actually want to limit the game area to (800x600), without limiting the game screen. This is so we actually have an area reserved for the virtual gamepad. Investigate how Camera2D interacts with the VirtualGamepad scene, and how to make so the latter is not affected by the former.
Now that we have a notion for sound and music feel from #11, we should add proper music and sounds.
It should behave as follows: the camera is not to be adjusted at every step the player takes. If the player reaches a certain distance of the boundaries of the map (assuming it goes beyond 800x600, the current camera's size), the camera is to be readjusted.
There can also be an export, for fixed camera and moving camera mode.
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