This Collisions feature would be very handy indeed. There is also the possibility of having a grid of various sizes for dragging things to snap to. Oh and one more important thing:
and undo button!
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In response to earlier comments about game features and mechanics. After thinking about it, I think my level designing/program wishes and philosophy ultimately comes down to this:
When I first started playing custom packs, I loved learning about unusual tricks and glitches. But, honestly if it weren’t for a website like this one and a place to read about them, I highly doubt I would’ve discovered many or most of these on my own, just playing levels by myself.
While I’m not saying I dislike or am against some of these tricks and features, like miners turning on steel or blockers turning bashers, I am much more in favor of features that are easier to grasp, encourage easier execution and have more expansive implications for the program; like doors and switches.
I’ll call these former tricks and features “small” features verses “larger” features just for ease. The small features may be fun (I do find them fun) but they can encourage precision, minimalistic design, high difficulty and general annoyance. Designing levels around one or a few of these tricks, which can be fun, I’m not saying they aren’t, but they have this quality that if you already know this trick it becomes very simple and the ‘figuring out’ stage not as much fun imo. Compared to levels like "the climbing Frame" by JHIsan, which lets you play the level and try different things and generally sort of 'flow' through the level in a fun way. It's hard to describe but ultimately, I must admit I enjoy those levels better.
Not to mention that these small features existing open the door to backroute hell.
I like these sort of levels with the rest of them but I would be willing to let them go in favor of larger features. Namely, features like gravity, which offer an immense visual and overall impact on game play and have a low difficulty implications (at least early on and of what little has been explored of it). This isn’t a little trick that requires ‘building in exactly the right spot so the third lemming can fall one pixel and do such-and-such’. This allows the lemmings to do what we already know how to do well, in a new and refreshing way. And I suspect, not only gravity but most or all of the things I mention on my thread have possibilities and implications not forseen (and most-likely this whole argument will backfire when somebody discovers that a new feature that I suggest can be just as annoying as the other stuff) I used gravity as an example and I’m not strongly in favor of that in particular.