PLECK lesson 60 · suggested week 12, day 5
Submit Archive Lantern
Objective. Demonstrate a complete, original and testable interactive narrative.
Godot Engine Standard desktop editor 4.7.2-stable, GDScript (Godot 4), Compatibility renderer. Headless Godot 4.7.2.stable.official.ed1daf0bf passed 106 assertions on the supplied scaffolds, including malformed JSON saves. Audio used the Dummy driver and a synthetic WAV, not a speaker. The visual editor, browser export, and signed-in submission were not tested. The desk still does not run a student's own upload.
About 55 minutes. The due date is chosen by a parent.
Original writing, clarity, UI scaling and a finished puzzle
Suggested pace: Recall and predict 5 min; Read instruction and scaffold 12 min; Build or design the assigned artifact 25 min; Run acceptance tests 8 min; Explain and checkpoint 5 min.
Materials: Godot Standard 4.7.2 desktop editor (GDScript, Compatibility renderer), Local course folder and prior checkpoint, No paid assets or public account required.
Comes after VGC-L059.
Finalize six to ten original passages, two endings, one stateful reward and a gate whose logic has an exhaustive truth table. Include a keyboard-accessible restart path and a readme describing the fictional premise, controls and hint system. Submit the source rather than only a recording of one route. Your evidence should show both a successful path and a blocked condition that provides useful feedback. State any remaining limitations, such as no screen-reader integration, instead of claiming universal accessibility.
Worked example
A long passage can become two short passages connected by Continue. This preserves readable text instead of shrinking the font until the interface technically fits. Scaffold C-DIALOGUE — Data-driven branching dialogue without personal data Setup: Create Control root Dialogue with VBoxContainer Box containing Label Line and Buttons A and B. Set Box anchors to full rect; Line autowrap if needed. Attach script to Dialogue. Data keys are fictional scene IDs. All three screens can fit in 640x360. This is a self-contained example; replace story text in the assignment. ```gdscript extends Control var page: String = "start" var story: Dictionary = { "start": {"text": "Two paths enter the archive.", "choices": [["Ask the keeper", "keeper"], ["Read a sign", "sign"]]}, "keeper": {"text": "The keeper offers a map.", "choices": [["Return", "start"]]}, "sign": {"text": "Quiet room to the east.", "choices": [["Return", "start"]]} } func _ready() -> void: $Box/A.pressed.connect(_choose.bind(0)) $Box/B.pressed.connect(_choose.bind(1)) _show() func _show() -> void: var entry: Dictionary = story[page] $Box/Line.text = entry["text"] var buttons: Array[Button] = [$Box/A, $Box/B] for i in range(buttons.size()): buttons[i].visible = i < entry["choices"].size() if buttons[i].visible: buttons[i].text = entry["choices"][i][0] $Box/A.grab_focus() func _choose(index: int) -> void: var choices: Array = story[page]["choices"] if index < 0 or index >= choices.size(): return page = str(choices[index][1]) _show() ``` Scaffold C-PUZZLE — A testable gate rule Setup: Create Node root GateLab and attach this script. The pure gate_open function does not read input or change a scene. A level can call it with its inventory and lever state. Assertions run on start. For the assignment write additional tests before changing the rule. ```gdscript extends Node func gate_open(has_key: bool, lever_on: bool, alarm_on: bool) -> bool: return has_key and lever_on and not alarm_on func _ready() -> void: assert(gate_open(true, true, false)) assert(not gate_open(false, true, false)) assert(not gate_open(true, false, false)) assert(not gate_open(true, true, true)) print("Gate checks passed") ```
Data-driven branching dialogue without personal data
GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-DIALOGUE. Copy starts from this text. The desk does not run it.
Scene and node setup
Create Control root Dialogue with VBoxContainer Box containing Label Line and Buttons A and B. Set Box anchors to full rect; Line autowrap if needed. Attach script to Dialogue. Data keys are fictional scene IDs. All three screens can fit in 640x360. This is a self-contained example; replace story text in the assignment.
extends Control
var page: String = "start"
var story: Dictionary = {
"start": {"text": "Two paths enter the archive.", "choices": [["Ask the keeper", "keeper"], ["Read a sign", "sign"]]},
"keeper": {"text": "The keeper offers a map.", "choices": [["Return", "start"]]},
"sign": {"text": "Quiet room to the east.", "choices": [["Return", "start"]]}
}
func _ready() -> void:
$Box/A.pressed.connect(_choose.bind(0))
$Box/B.pressed.connect(_choose.bind(1))
_show()
func _show() -> void:
var entry: Dictionary = story[page]
$Box/Line.text = entry["text"]
var buttons: Array[Button] = [$Box/A, $Box/B]
for i in range(buttons.size()):
buttons[i].visible = i < entry["choices"].size()
if buttons[i].visible:
buttons[i].text = entry["choices"][i][0]
$Box/A.grab_focus()
func _choose(index: int) -> void:
var choices: Array = story[page]["choices"]
if index < 0 or index >= choices.size():
return
page = str(choices[index][1])
_show()
Checks to run in the editor
- Both start choices work.
- Return works from each branch; hidden B cannot trigger a nonexistent choice.
Native Godot 4.7.2.stable.official.ed1daf0bf headless compile and representative node-tree/runtime tests passed; see native-qa-results.json. Visual UI, audible output, exports and website submission still need separate checks.
A testable gate rule
GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-PUZZLE. Copy starts from this text. The desk does not run it.
Scene and node setup
Create Node root GateLab and attach this script. The pure gate_open function does not read input or change a scene. A level can call it with its inventory and lever state. Assertions run on start. For the assignment write additional tests before changing the rule.
extends Node
func gate_open(has_key: bool, lever_on: bool, alarm_on: bool) -> bool:
return has_key and lever_on and not alarm_on
func _ready() -> void:
assert(gate_open(true, true, false))
assert(not gate_open(false, true, false))
assert(not gate_open(true, false, false))
assert(not gate_open(true, true, true))
print("Gate checks passed")
Checks to run in the editor
- Four supplied assertions pass.
- A complete truth table contains eight input combinations.
Native Godot 4.7.2.stable.official.ed1daf0bf headless compile and representative node-tree/runtime tests passed; see native-qa-results.json. Visual UI, audible output, exports and website submission still need separate checks.
Submit Archive Lantern — evidence task
- 1. Package the narrative project, graph, truth table and readme.
- 2. Demonstrate one full path and one unsolved gate state from a restored copy.
Deliverable. Archive Lantern source artifact, graph, eight-row truth table and test log; optional narrated route.
Acceptance checks
- VGC-L060-T1. Both endings and Restart work.
- VGC-L060-T2. Teacher can inspect original story data and gate logic.
Understanding question. Which evidence distinguishes code correctness from story quality?
Include a downloadable project ZIP with project.godot, .tscn, .gd and original asset files when code changes. A private, teacher-accessible download link to that ZIP is equivalent. Screenshots or a playthrough do not replace editable source.
If this is still shaky. Keep one complete path working while editing text. Limit the story to six to ten passages until every link is tested. Start with the first assigned task and re-run its acceptance test before adding the remaining feature.
Optional extra. Add a nonessential lore branch that does not block either ending. Document one changed parameter, your prediction, and the observed effect; optional, not required for completion.
Turn in typed notes and a JPEG, PNG, or WebP screenshot. One https address is stored as text and is not opened, extracted, or run. An MP3, WAV, M4A, MP4, or WebM file up to 4 MB can show a demo. The demo does not replace editable source. Zip and code files are refused. If there is no private link, keep the project on the family computer and review the code in person.
- Godot step by step: nodes, scenes, GDScript, input, signals
Free public documentation, no account. Same class help is available within the desktop editor.
· Opening this link does not submit the lesson.
This is a preview. A parent assigns the lesson and chooses the due date after the student is enrolled. The answer key is not on this page.
