Great job on the Jumper arcs, WillLem!
Sometimes, a few days away from a problem do help indeed, rather than cancelling the attempt immediately.
1. The corner handling looks fine to me in principle - it might just be a little confusing, depending on the extent to which the Hoverboarder seems to pass through terrain while doing so.
2.
The Hoverboarder should be able to pass any kind of water object. That includes lava and poison. Now, lava is of course identical to any other fire object (as it was already the case in NeoLemmix with the green acid in namida's Lab tileset). So the question really is how many pixels above water the Hoverboarder will move. Because while that may get him across a lava pond, it probably won't lift him high enough to get over other "on land" fire traps, like the fire pits from orig_fire, or the slashers from orig_marble.
Regarding triggered traps: Here it would feel inconsistent to me if he can bypass traps, but still collect pickups, hit buttons etc. ("only the good stuff").
Then again, such is the use of the Skateboard in Speedy Eggbert, which is where the "skipping over traps" idea came from:
Eggbert can ignore all the traps (actually destroy one-use traps) while on the Skateboard, but still collect treasures, eggs, ammunition etc.
In SuperLemmix, we don't have a way to deactivate one-use traps without triggering them (unless of course you use the Disarmer, but that skill can disable
any kind of triggered trap).
Hence, I think the Hoverboarder merely bypassing traps (not disabling them safely like in Speedy Eggbert) is more useful.
One problem with the Disarmer is indeed, as restricted as it is, that it immediately makes a given trap harmless to the entire crowd.
That's too powerful on the one hand, and at the same time, disabling traps is the only thing the Disarmer can do in the first place - and this combination of "too powerful" and "too restrictive" limit the potential for the practical application of the skill even more.
Now the question is:
What if the Hoverboarder can't ignore traps (and would therefore also collect pickups, hit buttons etc. like any regular Walker)? This would make him more akin to the Runner again. But what would it change for level design if the purpose is to get one lemming ahead of the crowd, or onto a path the others cannot take?
Because that's the primary use of having one lemming that can get past a trap, but not the rest of the crowd. Much like Climbers and other athletic skills are often applied to a few worker lemmings, who then need to create a path for the rest of the crowd, who do not have that skill. The Disarmer, however, is the one permanent skill where this doesn't apply, since once a Disarmer has walked along a path, everyone else can take that same path. Not so much with the Hoverboarder: He can get over trap triggers, but the rest of the crowd can't.
In contrast, if the Hoverboarder himself can't ignore trap triggers either, then all this would change for the level designer is that they would probably have to provide a lot more Jumpers, to get the Hoverboarder / Runner over the trap triggers as a one-time only thing. This might create more challenges if the Hoverboarder turns around, of course, because then, he would require additional Jumpers to make it back across the trap trigger - whereas if the Hoverboarder can get past them anyway, no additional Jumpers are needed.
The trade-off here is: Ignoring trap triggers will make the Hoverboarder more powerful (potentially too powerful), but having to provide additional Jumpers can create backroutes elsewhere.Especially since Jumpers can also be used to cancel any other skill mid-performance.
Speaking of which: Another thing to consider is what skills would typically be used to cancel the Hoverboarder - and
what the terrain would have to look like if the level designer wants to force the player to cancel the Hoverboarder at a given point:
If the Hoverboarder can go across water, fire objects, trap triggers, and gaps / pits (bottomless ones and those with terrain), then it may become hard to stop the Hoverboarder at all. (This also feeds into your question 3.)
Except of course with a chunk of terrain in his path. The latter would also include making the walls of a water pit (or any other pit) too high for the Hoverboarder to jump out of, in order to force the player to e.g. use a Shimmier instead. But apart from that, it's much easier to force a Shimmier to stop (just two pixels of height gain or loss on a ceiling) than to stop a Hoverboarder.
In short: I'm still torn about whether or not the Hoverboarder should skip trap triggers. However, I'm actually a little more inclined to say: No, he shouldn't.If we decide he should, then just like with fire objects, the
difference in height of the trigger areas of various different traps becomes crucial.
I think the "skipping traps" part only makes sense if the Hoverboarder visibly hovers above the trigger area - not if he passes through it and simply remains unaffected.
The explanation should be "the Hoverboarder flies over the trigger" - not "the Hoverboarder is simply too fast for the trap to affect him". The latter would require an animation that shows the trap "trying" to affect the lemming, but failing to do so. And that would be a whole lot of effort for anyone maintaining a graphic set.
With that in mind, if we decide the Hoverboarder can't skip traps by default, then there will still be some triggered traps he will get to ignore - depending on how low their trigger area is, and/or how deep the level designer flushes them into the ground.
This would enable the level designer to build around the powers of the Hoverboarder, by deliberately either making traps low enough for the Hoverboarder to get over them (while those traps would still pose a threat to Walkers), or by placing them high enough that e.g. only Gliders, Shimmiers, or Jumpers can get over them - but neither Hoverboarders, nor regular Walkers.
3. see above: How easy it is to stop a Hoverboarder will depend on what types of obstacles he can pass. However, slamming into a wall should probably cancel him (where it wouldn't cancel a Runner), simply because this means he falls off his board.
4. Skill shadows on a Hoverboarder sound reminiscent of projection shadows; then again, Gliders have skill shadows, too. What's of potential interest is whether the Hoverboarder can get over a given obstacle or not (be that terrain, a trap trigger, or a water object). In other words, the skill shadow is more relevant with regards to height. Secondly, of course being a Hoverboarder also alters the Jumper arc now - just like being a Glider does, actually
. In that interaction, the skill shadow is relevant in the horizontal dimension, too.
With Gliders, this is less of a problem, because the lemming transitions back into a walker state once has landed - so that's where the Glider skill shadow naturally stops. The Hoverboarder, meanwhile, does not transition back into a walker state when merely landing on even terrain.
So the skill shadow would potentially have to extend up to the next vertical obstacle - one that's high enough for the Hoverboarder to stop (see point 3). If that's too long of a skill shadow, I guess a fixed range for the skill shadow makes the most sense.
5. You could do something like the ballooner and have other skills that cancel the hoverboarder. Maybe builder and such.
Yes,
any kind of constructive or destructive skill should definitely cancel the Hoverboarder - otherwise, getting a lemming ahead of the crowd will prove pretty useless, if he can't actually do anything once he arrives at his destination.
Since we have already decided (I think?) that the Hoverboarder shouldn't start building "from the top of the board" (this is relevant because Builders and Platformers don't require terrain under their own feet to be assigned),
assigning a Builder to a Hoverboarder would have to make him fall first. And then, I don't see why he should automatically start building after that. Could one of the sneakiest ways to stop a Hoverboarder actually be to assign a Blocker to him? That would be the same method of cancelling as when assigning a Blocker to a Digger on the edge of a piece of terrain (where there is actually no terrain under the Digger himself, so that he turns into a faller right away).