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Closed / [SUG] New skill: Hookshotter
« on: September 28, 2019, 02:49:06 PM »
This is a totally original skill idea that was absolutely not inspired by a different video game! Nonetheless, it's not just a joke suggestion -- I think this could actually work as a Lemmings skill.
The Hookshotter would stop moving and fire a hookshot straight forwards at high speed for a maximum of 64 pixels. The hookshot passes through (or in front of) friendly and neutral lemmings. If the hookshot hits a zombie, it kills it and disappears. If it strikes terrain, it latches on and the lemming becomes a "propeller", being propelled forward at the same high speed. During this phase:
* If the propeller reaches the place where the hookshot landed, the skill is completed and the lemming reverts to a faller or walker, depending on whether there is terrain under its foot.
* If the propeller strikes water or fire, it dies.
* If the propeller strikes terrain (either newly placed, or terrain at foot height that the hookshot travelled over) then it becomes a faller or walker instantly, cancelling the hookshot.
* If the propeller passes through a pick-up skill, it collects it and continues moving.
* Optionally (in the sense that we have an option as designers, not an in-game option!) if the propeller travels through a trap trigger, it sets it off without being killed. This would require all traps to have a new animation for this special case, so I imagine this won't be a popular suggestion, even though it has interesting puzzle potential.
Some optional skill synergies:
* Climber: If the hookshot strikes vertical terrain and the lemming successfully catches it, it can immediately climb the wall.
* Shimmier: If hookshotter is assigned during the reaching phase, it fires the hookshot upwards and can latch onto a ceiling up to 72 pixels from the ground and begin shimmying along it.
* Jumper: If hookshooter is assigned during a jump and before the apex of the jump, it fires the hookshot diagonally forwards and upwards.
The Hookshotter would stop moving and fire a hookshot straight forwards at high speed for a maximum of 64 pixels. The hookshot passes through (or in front of) friendly and neutral lemmings. If the hookshot hits a zombie, it kills it and disappears. If it strikes terrain, it latches on and the lemming becomes a "propeller", being propelled forward at the same high speed. During this phase:
* If the propeller reaches the place where the hookshot landed, the skill is completed and the lemming reverts to a faller or walker, depending on whether there is terrain under its foot.
* If the propeller strikes water or fire, it dies.
* If the propeller strikes terrain (either newly placed, or terrain at foot height that the hookshot travelled over) then it becomes a faller or walker instantly, cancelling the hookshot.
* If the propeller passes through a pick-up skill, it collects it and continues moving.
* Optionally (in the sense that we have an option as designers, not an in-game option!) if the propeller travels through a trap trigger, it sets it off without being killed. This would require all traps to have a new animation for this special case, so I imagine this won't be a popular suggestion, even though it has interesting puzzle potential.
Some optional skill synergies:
* Climber: If the hookshot strikes vertical terrain and the lemming successfully catches it, it can immediately climb the wall.
* Shimmier: If hookshotter is assigned during the reaching phase, it fires the hookshot upwards and can latch onto a ceiling up to 72 pixels from the ground and begin shimmying along it.
* Jumper: If hookshooter is assigned during a jump and before the apex of the jump, it fires the hookshot diagonally forwards and upwards.