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SuperLemmix Bugs & Suggestions / Re: [SUG] New Lemming type - Rivals!
« on: Today at 03:59:48 PM »
Made significant progress with this. The feature is working a treat so far, including recolouring (which took some doing to get everything to line up, but it seems to be playing along nicely).
A few concerns have arisen, which will need to be addressed before I'm happy to release this feature:
1) How should Rival exits be marked?
This is where those decorative flags might finally come in handy for something. It would be fairly arbitrary to design a different-looking exit (which to all intents and purposes would still just look like... an exit!). There are also cases where a Rival exit would need to behave like a normal exit code-side anyway (more on this later). So, how about this for starters?
2) What should happen when a level has only Rival lemmings but only Normal Exit(s) (or vice-versa)?
This one should be fairly easy to deal with: if there is only one type of lemming (Normal or Rival), then any exits present behave like regular exits for that lemming type. The way that Rivals code has been implemented so far could easily support this, and it would mean that people could make legit levels featuring only Rival lemmings should they wish to do so, whilst also preventing troll levels.
In the absence of any better ideas, this is probably how I'll solve this one.
3) What should happen when a level has a mix of Rival & Normal lemmings but only Normal or Rival Exit(s)?
This one is more difficult. At present, it would be possible to create the following level:
20 Normals + 20 Rivals
Save requirement of >20
0 Cloners in skillset
One Normal exit
Such a level would be impossible to complete, and this is scenario could come up fairly innocently. So, it feels like it should be handled code-side. I can see 2 possible solutions, both of which require modding the level's given save requirement:
Solution A would be to default the save requirement to the amount of Normal lems. That way, the Rival lems could still be used as part of the level's solution, it would just be necessary to divert them away from the exit.
Meanwhile, the more complex Solution B would be to subtract the number of Rivals from the current save requirement, and have the resulting figure be the new save requirement. So, for example, in this scenario...
20 Normals + 20 Rivals
Save requirement of 25
0 Cloners in skillset
One Normal exit
...the save requirement would become 5. This would essentially completely disregard the presence of Rivals in the level. So, if the solution requires that 15 lems be sacrificed, those lems could be either Rivals or Normals and it would still be possible to meet the save requirement.
In either of the proposed solutions, the same logic would apply vice-versa for (mixed lems + Rival exit).
Thoughts? Could do with some feedback on this as either solution requires a fair amount of commitment to that solution before plowing ahead.
A few concerns have arisen, which will need to be addressed before I'm happy to release this feature:
1) How should Rival exits be marked?
This is where those decorative flags might finally come in handy for something. It would be fairly arbitrary to design a different-looking exit (which to all intents and purposes would still just look like... an exit!). There are also cases where a Rival exit would need to behave like a normal exit code-side anyway (more on this later). So, how about this for starters?
2) What should happen when a level has only Rival lemmings but only Normal Exit(s) (or vice-versa)?
This one should be fairly easy to deal with: if there is only one type of lemming (Normal or Rival), then any exits present behave like regular exits for that lemming type. The way that Rivals code has been implemented so far could easily support this, and it would mean that people could make legit levels featuring only Rival lemmings should they wish to do so, whilst also preventing troll levels.
In the absence of any better ideas, this is probably how I'll solve this one.
3) What should happen when a level has a mix of Rival & Normal lemmings but only Normal or Rival Exit(s)?
This one is more difficult. At present, it would be possible to create the following level:
20 Normals + 20 Rivals
Save requirement of >20
0 Cloners in skillset
One Normal exit
Such a level would be impossible to complete, and this is scenario could come up fairly innocently. So, it feels like it should be handled code-side. I can see 2 possible solutions, both of which require modding the level's given save requirement:
Solution A would be to default the save requirement to the amount of Normal lems. That way, the Rival lems could still be used as part of the level's solution, it would just be necessary to divert them away from the exit.
Meanwhile, the more complex Solution B would be to subtract the number of Rivals from the current save requirement, and have the resulting figure be the new save requirement. So, for example, in this scenario...
20 Normals + 20 Rivals
Save requirement of 25
0 Cloners in skillset
One Normal exit
...the save requirement would become 5. This would essentially completely disregard the presence of Rivals in the level. So, if the solution requires that 15 lems be sacrificed, those lems could be either Rivals or Normals and it would still be possible to meet the save requirement.
In either of the proposed solutions, the same logic would apply vice-versa for (mixed lems + Rival exit).
Thoughts? Could do with some feedback on this as either solution requires a fair amount of commitment to that solution before plowing ahead.