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Other Lemmings Projects => Other Projects => Topic started by: Simon on October 11, 2025, 04:19:42 PM

Title: crispweed's game, Playtesting Session 2025-10-11
Post by: Simon on October 11, 2025, 04:19:42 PM
Testers: crispweed (author), geoo, Simon, cobayeshimaru (presumably from crispweed's Discord group).

crispweed's game 0.0.4, received via PM.

Collection of loose ideas, to be split into topics when an idea gets traction.

Distribution:


Networking:


Physics:


UI:


-- Simon
Title: Re: crispweed's game, Playtesting Session 2025-10-11
Post by: crispweed on October 11, 2025, 05:07:07 PM
Lots of great feedback there, thank you! (and plenty for me to get on with)

The releases *are* posted in a (theoretically) public place, since the discord channel I post these on is set to be publicly accessible, but I will consider moving these to a web page, instead.

For managing lag, I use input delay, but with a tricksy setup where each player sees other player's lemmings in old positions. For this to work out, I then implemented a thing where there is also a delay (of the same number of frames) before each player's world changes affect the other players.

You can see this graphically, if you look carefully. As your lemmings build bridges, for example, the newest bridge bits are semitransparent to indicate they only affect you, and, as your lemmings dig, the bits they just dug out are semitransparent to indicate that other player lemmings won't fall through this yet.

Thomas
Title: Re: crispweed's game, Playtesting Session 2025-10-11
Post by: Simon on October 12, 2025, 06:03:53 PM
Ah, I had seen those transparent staircases, but didn't guess the reason.

Instant effect on your on lemmings, and a delayed effect on other players: This is a new solution, I haven't seen that before. It sounds natural to try that with Lemmings.

Your solution allows purely personal assignments to be lag-free and have instant physical effect, as if you were playing singleplayer. Here, I'll call a skill assignment purely personal if, regardless of lag or not, it affects at most the assigner's own lemmings within the next ~5 seconds. During these ~5 seconds, other players' lemmings will behave the same whether or not you had assigned.

That's good; more than half of the assignments are purely personal and need reasonably specific timing (can't be too early nor too late). This was the main problem with Clones's solution.

I expect all solutions to have drawbacks at high lag. Lix will teleport around. Clones become impossible to assign. I expect your solution to impose additional design requirements on your skills. E.g., when you plan for lag spikes of 400 ms, you can't have Lix's batter skill with a fixed 250 ms of wind-up followed by instant physical effect on everybody's lemmings. But maybe this gets solved by your second ingredient, showing other people's lemmings in old places? It's hard to imagine how it would feel. Looking forward to what you will implement.

-- Simon