Anyone who has played the early parts of Desktop Dungeons recently will have noticed the new cadence of the toasts, advisor hands, and building spawn animations. The systems that control these elements were built at different times, and sometimes by different team members, so getting them all to get in line was a real challenge.
The event system that the whole game runs off was actually very helpful in terms of controlling what appears when, with no overlap. I was able to create a handler that listens for all the events in charge of firing off these disparate pieces. It intercepts all the events, and adds them to a queue, waiting for some event to fire notifying the handler that the next event in the queue can be sent out. Some extra code was added to the pieces themselves, to let the handler know when they are ‘done’ and the next piece can be activated.
This all allows the user to move through the messages at their own pace, and it allows us to set the order that we want things appearing in. This is really important for new players, as they’re being asked to absorb all the basic DD systems in just a few short messages.