As I have made 1 of each level with each object so far, I've sprouted a few ideas on how I can use these objects.
As per my thoughts go currently with these objects, I feel there might need to be more testing or idea sharing how these objects could be used.
I want to see people try to test these objects out for themselves and see what ideas they can come up with, while I have some ideas that I've shown with them and I currently have another couple of levels planned, let's begin with each.
I really like the ability to remove/assign the skills through the level design because it can add another layer of creativity to the level designing process and can add new strategies and life into the levels themselves.
-Guiding Neutrals to the correct skill assigner
-De-Neutralizing the gain another lemming if no cloner or another lemming existed before hand
-Being able to change a from one permanent skill to another but removing the last skill before it
-Or a level involving avoiding skill removers to keep an important skill later into the level
There is plenty of potential with Remover/assigners, there just needs to be some tooling and testing around
The Portals are something that needs a new mindset due to the fact they're two way teleporters and that alone is enough to justify its existence, just thinking more about it gave me some interesting ideas. With it being more instantaneous it comes with its own strengths and weaknesses that adds a layer of intrigue to the game. With it carrying the ability to use a skill through it, it could me favorable for areas that would not quite as appealing for the teleporter, placing them on walls combining two areas together.
I have already went over how I'd think the field would look like, might as well go for a more updated statement about it
The Portals I agree with Ichotolot here, a spiraling vortex, but if I can add something to it, its that the vortex can take some different shapes and forms, and the mix and matching elements about it (with custom sets having versions of the portals) They're probably the easiest objects to design.
The fields, my idea involved having representing a glowing or pulsating field and like with the test objects having a "minus/plus neutral/skill/all" above it.
Colors of the fields might also help it as well, like with green and red being used for splat and anti splat fields, the Add/Remove fields can like Blue for Add and Gray for Remove (at least until someone can think of a better color coding for add/remove fields)
I figured that with the skill adder, you'd be able to offset where the skill goes like the pickup skill, meaning making a space for those fields would also require a mask similar to the pick up skills.
From what I've tried, I already like what im using and im already planning to make as much as I can before the end of March