What if the hoverboarder just hits all the traps?
He can run ahead and go over waters but not outrun traps? Would that be terrible?
Regarding water objects, please see my comment towards the end of this post.
Regarding traps - let's say we go with "the Hoverboarder hits traps, but only if they actually come into contact with the trigger area"...
This will almost certainly bring about a reliance on using CPM to check whether the Hoverboarder will make it over a particular trap's trigger, whether we like it or not, and whether we intend this to be the case or not. It would introduce another pixel-precise game element that style designers, level designers and players would all have to account for.
This is exactly the sort of thing I'm trying to prevent with a lot of SLX's design, so I'd rather give it a swerve. If we want the Hoverboarder to gain height, then it makes sense from a purely aesthetic/conceptual point of view that they would glide past traps without being affected.
If we go ahead with that, though, then - as Strato has pointed out - they should probably also glide past Exits as well. Since this is probably not something we want, we're back to allowing the Hoverboarder to interact with triggers, which brings back the pixel precision, which is something I want to avoid. So completes the circle that can only really be broken by disallowing the Hoverboarder's height advantage and returning to the Runner skill instead.
I guess given your aspiration that levels in SuperLemmix should ideally also be solvable in classic mode, relying on skill shadows would probably be considered "just as bad" as relying on CPM?
Correct!
With that in mind, I don't see why this would be a problem for the Hoverboarder specifically.
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Much like players learn to anticipate the length and height of Builder staircases with increasing practice, they will also learn to judge whether a Hoverboarder will make it over an obstacle by himself
Yes, ideally, this is how it would play out. But, we're designing from a place where skill shadows and CPM already exist, making it difficult to implement game elements that aren't immediately ruined by the presence of these particular tools.
If the Hoverboarder ignores all triggers, then their placement becomes irrelevant - this is preferable, and the only way to ensure that CPM will never need to be used to complete a level featuring Hoverboarders.
The only way to avoid this ... would be to standardise the trigger areas for all triggered traps
This is a good idea, and one which I've given some thought. I concluded that it wouldn't be worth the effort of essentially re-making every existing trap (even in only the OG styles) just to account for one minor game feature which I'm not really sure is that great of an idea anyway.
And, such a measure could severely limit future style designs, which is again a sacrifice that the idea in question doesn't really warrant.
Regarding the current poll results (still open if you'd like to vote and have something else to add to the discussion):I was the only "No" vote - all other votes so far have been in favour of the Hoverboarder interacting with triggers. The only fair, non-CPM-requiring way to meet this preference is to not allow the Hoverboarder the property of
possibly missing trigger areas.
With all this said, the current Hoverboarder is only 2px above the position of a regular Walker lem, so they're likely to interact with the vast majority of existing trigger areas anyway. It's possible, then, that the very scenario I'm trying to avoid is unlikely to come up all that much - I do acknowledge this. However...
Regarding crossing of water objects:...there is another angle to all of this which has occurred to me over the past few days as well:
Now that SLX has multiple water object types, a skill that can traverse all of them once again renders the Swimmer basically redundant. This isn't something I'm happy to do, especially since I'm hoping to increase the profile of the Swimmer skill in the game generally. Having different water types which interact differently with the Swimmer skill is a subtlety that I'm reticent to crash straight out of the game by implementing a skill that ignores them.
I'll add that this should be seen as pretty much a bottom line as far as the Hoverboarder, or any "all-water-crossing" skill is concerned.
Conclusion:So, we should probably go back to the Runner skill instead. This still endows the lem with increased speed, which can be a way to get the lem ahead of the crowd whilst adding an interesting element for real-time play as well. Augmented Jumper arc is a given.
Having given the permanence-or-not aspect of this skill a lot of thought, it's my thoughts that the Runner should be Walker-cancellable - this further consolidates the purpose of the Walker as a "property/action-cancelling" skill, whilst also meaning that the Runner state can be more extensively managed by both player and designer.
To turn a Runner, I'd suggest that
assigning another Runner to the same lem ought to do this. Again, reinforcing that Walkers only
turn already-Walking lems. So, then, do Runners turn already-Running lems. Thoughts on this?
As for running-off-an-edge trajectory/action, I imagine that the lem ought to move at least a few pixels away-and-downwards from the platform's edge in a logarithmic arc before transitioning to Faller. This could potentially grant them a few extra pixels of fall distance - do we want this?