Just a quick post to clarify the end-of-gameplay conditions update in 2.7
SuperLemmix will be getting
some of
this proposed NeoLemmix update, but not all of it - namely,
the config options won't be included.Instead, the most favourable behaviour based on each individual gameplay condition has been selected as the default. This is because the end-of-gameplay checks are considerably more complex in SuperLemmix due to Classic Mode, the Kill All Zombies talisman and the existing update to "Time Up" behaviour (which I'd like to keep in SLX, but which doesn't exist in NL).
To specify exactly what will happen, here's a handy list.
Exit to PostviewIn Classic Mode, any end-of-game condition results in exiting to the postview screen. This is partly to keep it old school, but also to keep it simple.
In Modern Mode, the game will exit to postview if any of the following conditions are met:
- The save requirement is met and no lemmings remain (this only includes zombies iff there is no Kill All Zombies talisman).
- The save requirement is met and time has run out.
- The nuke has been activated at any time (this also acts like a killswitch if the game has frozen).
Freeze Game & Display Minimap MessageThe game will freeze and display the "No lemmings remain" message in the minimap area
only if the save requirement is not met and no lemmings remain (this only includes zombies iff there is no Kill All Zombies talisman).
OvertimeThe game will continue into overtime
only if the save requirement has not been met.
Zombies-onlyThe game will continue into a "zombies only" state
only if zombies remain
and there is a Kill All Zombies talisman. If time runs out during this state, the game will exit to postview.
Essentially, it closely resembles the option "Exit To Postview if Save Requirement Met" from the proposed NeoLemmix version of this feature, albeit with a few subtle differences to line up with how I personally think end-of-game behaviour should work for each of the specified conditions.
If people think it's worth it, I'd be happy to also implement a check for a "Save 100%" talisman, to keep gameplay active beyond the save requirement being met in the event of this talisman existing in the current level. Either that, or perhaps a single "Never End Gameplay" bool which ignores all conditions (possibly even including Classic Mode) - again, if people think it's worth doing.
For now though, the above is standard across the engine as I believe it to be the best possible behaviour in all conditions.