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91
SuperLemmix Bugs & Suggestions / Re: [SUG] Swimmer skill upgrades
« Last post by WillLem on April 06, 2024, 02:22:49 AM »
There's a known bug in 2.7 where Blockers are always drawn to the lower layer, even when not in water. This is now fixed (Commit 646ae1c03); I'll get a hotfix released in due course.
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Contests / Re: Level of the Year: 2023!
« Last post by Crane on April 05, 2024, 10:51:48 PM »
I simply didn't see it in the list since it wasn't in the expected position!  My fault.

Good luck everybody!
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SuperLemmix Bugs & Suggestions / [SUG] New Lemming type - Rivals!
« Last post by WillLem on April 05, 2024, 10:21:26 PM »
SuperLemmix probably won't ever get a 2-Player mode, unfortunately, but I wonder if this might be the next best thing...

We can create a pseudo-2-Player mode by adding a new Lemming type: Rivals.

Rivals will behave exactly like normal Lemmings, but with the important difference that they have their own dedicated Exit. If a normal Lemming reaches a Rival Exit, the save count will be decreased by 1, and vice-versa. So, to meet the save requirement for the level, normal Lemmings must reach a normal Exit, and Rival Lemmings must reach a Rival Exit.

The main purpose of this is to make the OG 2-Player levels a bit more interesting to play on a singleplayer system, but I believe this could also prove to be a very interesting source of new and unique puzzles.

This feature is currently very likely to join the Batter and Propeller skills in 2.8, which won't be out for a while yet - 2.7 took a lot of work to get together so I'm probably going to take a break from SLX development for a bit and concentrate on other things. So, we do have some time to bash through ideas on this one.
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Level Design / Re: What are some tips for making difficult levels?
« Last post by IchoTolot on April 05, 2024, 09:22:33 PM »
Difficulty comes mostly from 2 factors in my opinion.

1.) The unexpected usage of tricks.
2.) Entropy. Or a bit more precise: Having many meaningful possible things to do with the limited resources you have.

To further explain point 2:
Let's say you have 1 builder and 1 water pit in the only path to the exit with no other workarounds. The builder is 100% locked in that position and is therefore no mystery. 
Having multiple possible routes where that 1 builder can really help you out on the other hand makes the choice unclear. Bonus points if the meaningful usage is even hard to spot in the first place (hidden in plain sight).
If this holds true for not only one but multiple skills (+ adding some unortodox trick usages) the level can quickly become a very hard nut to crack (if there are no glaring backroutes of course).
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Level Design / Re: What are some tips for making difficult levels?
« Last post by WillLem on April 05, 2024, 08:43:46 PM »
To add to what others have already said, I would suggest also aiming to find interest/difficulty/play value in something other than a limited skillset.

Maybe provide lots of skills, but make the map itself difficult to navigate. Or, make use of some of the many objects that are available in the modern engines to create a puzzle which involves interacting with them; buttons & locked exits are a favourite of mine, teleporters are good but be careful not to over-use them!, updrafts, splat pads, pickup skills, splitters, and of course the classic one-way walls... SuperLemmix has also recently added collectible items, to encourage designers to consider adding side-quests to their levels.

SuperLemmix also has a Classic Mode which removes all of the player assists in order to re-introduce the original game’s execution difficulty - another option for you if you want to add difficulty that isn't just "find the intended solution".

At the very least, consider switching things up a bit - have a level with a limited skillset and single intended solution, sure, but then follow it up with something else. Get creative, it's your level pack! :lemcat:
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Level Design / Re: What are some tips for making difficult levels?
« Last post by Simon on April 05, 2024, 08:17:14 PM »
One approach is not to worry:
  • Make several levels of medium difficulty.
  • Have others playtest your levels.
  • What levels did they find much harder than you anticipated? Those are hard levels.
My take on Proxima's idea:
  • Place some terrain and give plenty of skills.
  • Solve your level several times. Optimize the solution for skills.
  • Trim the skillset to match your optimal solution.
Or:
  • Play lots of levels by others.
  • Build a level that combines two ideas from existing levels.
geoo's favorite:
  • Play lots of levels by others.
  • Submit your replays to the author.
  • The author will judge some of your solutions backroutes. Sometimes, he'll also fix his levels to prevent your backroutes.
  • Which backroute did you like the most? Were you surprised that he judged a particularly cool solution a backroute?
  • Build a new level that has your cool backroute as the intended solution.
  • I recommend to make the new level look sufficiently different from the original level. After all, the idea is now different, and it's nice to give different ideas different looks.
Draw levels on paper, mainly to brainstorm, but you can also plan details.

It's not necessary to start with an idea. You can make your level look like art first, then draw inspiration from that.

Not only the level can look like art, even the solution can look like art. E.g., when you solve a level by Pieuw, ask yourself: Where can we place the basher/miner so that it continues the longest? Now, if your level has only one miner, has no other destructive skills, and has lots of obstactles to mine away, it'll be easy to spot the miner placement. Can you disguise* the beauty? Will the player have an a-ha effect when he finally finds the idea?

*) By disguise, I don't mean invisible things, e.g., don't hide exits/traps fully inside terrain. Everything should be clearly visible and its behavior should be obvious. Still, you can make the player wonder which parts are important and which are merely decoration. As Icho describes: Hiding things in plain sight.

You can make levels harder by adding extra problems to a medium-difficulty level, but you'll have to test for backroutes from the extra skills.

-- Simon
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Level Design / Re: What are some tips for making difficult levels?
« Last post by Proxima on April 05, 2024, 05:54:20 PM »
Something that has often worked for me is to start with a relatively complex terrain -- sometimes from an existing level -- and find a solution, either for the original save requirement or for 100%, trying to keep skill usage balanced (at most N of each for a suitable value of N) and in particular to minimise high-value skills like builders and miners. Then make a copy, trim the skillset to what you used in your solution, or N of everything, or a patterned skillset like 3-2-3-2... and you have a level!

Of course, if you are doing this based on an existing level, keep in mind that you can modify the terrain as well. For instance, in "Rhapsody in Blue", my 2-of-each copy of Insane Steve's "Rhapsody", I cut out the pipes along the top platform, because it would have required extra destructive skills to get past them, ruining the 2-of-each pattern.
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Level Design / What are some tips for making difficult levels?
« Last post by Mobiethian on April 05, 2024, 04:56:06 PM »
I am going to be pushing the difficulty meter, so to speak, in my next rank. I'd like to make it (as well as some of my existing levels) have more of a sense of difficulty.

Level design is no big deal for me at all, but trying to come up with a good, tough strategy or two for a level is where I am struggling. Any suggestions and ideas for level difficulty would be greatly appreciated! :lemming: ;)
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NeoLemmix Levels / Re: [NeoLemmix] Lemmings Heritage Release Thread
« Last post by Mobiethian on April 05, 2024, 02:28:15 PM »
Congrats on releasing your first pack! :thumbsup:

Since it's a relatively short and easy one I took time to play it all. Not sure if it's useful but you'll find my replays attached. Most levels seemed open-ended and I often tried to save as many lemmings as possible.
It's a fine pack even if it gets a bit repetitive in the end because the difficulty never really takes off. Otherwise, it was fun to play! Keep it up :D

Thank you kindly for playing! The replays will be useful, thanks again, Pieuw. I believe the difficulty will be taking off in the third rank, I started it already so hopefully you'll get a chance to check that out as well when I finish it.

I really do appreciate your feedback and replays. I'll definitely keep the pack going and will be working on making some other existing levels harder. :D :thumbsup:
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NeoLemmix Levels / Re: [NeoLemmix] Lemmings Heritage Release Thread
« Last post by Pieuw on April 05, 2024, 12:49:15 PM »
Congrats on releasing your first pack! :thumbsup:

Since it's a relatively short and easy one I took time to play it all. Not sure if it's useful but you'll find my replays attached. Most levels seemed open-ended and I often tried to save as many lemmings as possible.
It's a fine pack even if it gets a bit repetitive in the end because the difficulty never really takes off. Otherwise, it was fun to play! Keep it up :D
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