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Messages - IchoTolot

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2206
If people do a manual workaround by fiddling with the text, that shows there must be a real demand for creating such teleporter mappings.

Here I must step in. That was not the case.

The editor removal wasn't noticed for months, until Simon, Proxima and I discovered it at our meetup while trying to create weird teleporter scenarios to find bugs - we found the blocker overlap bug as an example. We were surprised that this linking worked.


2207
For me it's a simple concept: The ranks display the difficulty setting.

I doubt every player will play other games expecting to beat everything on hard difficulty. No, most players stick to easy or normal.

So I see it as the following most players stick to the early and mid ranks that represent easy and normal difficulty. They always have the ability to check into the later ranks (hard difficulty) to improve themselves even more and expand their limits.

Already experienced players will most likely rush through easy and normal difficulty only moderately get challenged (most levels won't leave a big mark on them), while the real interesting parts and the core challenge lies in the hard difficulty for them.

Talismans hide away hard difficulty and water down the experience for those players. Like they get reheated food (levels in this case). With my method everyone gets fresh food and everyone is free to try everything and see what tastes best for them.

2208
And to be clear - the possibility that one source teleporter is flipped and the other is not is also a completely intended aspect. This can be resolved by flipping only the teleporter graphic, which also makes it more clear (to designers, too) that the flipping is an aspect of the teleporter, not the receiver.

I am still in favor of both getting flipped: Receiver and teleporter. Which makes the turnaround more clear - even if it's an attribute of the teleporter, it emphasizes the connetion between the objects.

That would indicate that if this behavior stays, every teleporter of the group is either turning or not turning.

I do not want to see another huge fire here. We had enough over the beginning of 2018. :'(

I am still slightly more in favor of only using teleporter/receiver pairs, but if we have to make a compromise I would propose simplifying this behavior to full turn or no turn - all objects getting flipped or not.

2209
We finally reached the last group of this phase! :)

Round 1 is open for voting.

2210
We had a tie for the 4th level to move on this time.  So let's have a little Tiebreaker. ;)

2211
Closed / Re: [Player][Bug] Talismans do not unlock correctly
« on: July 06, 2018, 11:28:37 PM »
Anyone? :'(

I think it's on Nepster's fix list. Still he has to come up with a solution, it could be that he still works on that.

Expect a solution/fix with the next patch.




2212
What do y'all think about this approach in general? For the players who like the extreme challenge - would you feel okay with the talismans being the way this challenge is delivered? And for the players who like the packs to be a bit easier - are you okay with the talismans being a bit more out-of-reach?

I don't really care about talismans and the challenge for me is to beat the pack. I don't really want to read myself through a large talisman list either and just ignore it. If there is a harder way to beat a level ---> repeat it or make it hard from the getgo.
I beat and judge the levels from the difficulty that is provided to me naturally.

I don't like the idea of making a "there's a level at everyone's difficulty" type pack, because this still means the players that would find some levels too hard, can't actually complete the pack.

This is exactly the right idea in my opinion: "there's a level at everyone's difficulty". I think people are too upset when they get stuck in a pack - getting stuck is natural!
You can skip levels anyway and I think getting stuck for a few months in a pack is totally normal. I took over a year to beat my first custom packs and it made me stronger! I hate giving up and it drives me further - just a day ago after a ton of attempts I finally beat "They Are Billions" on the hardest map on maximum difficulty as a result - it felt amazing. The videos for that will soon appear on my YouTube channel. ;)
Have a lot of easy levels for beginners and slowly crank up the difficulty further and further until after the pack is done with them they are master players.
That's the way of vdeo games for me: Start out easy then get harder and harder until the player has mastered the game. To get to that stage it takes willpower and perseverance and accomplishing things will feel even better.
I also don't see a difficulty in players not completing the whole pack. They did what they could and can always try again and continue. That only a fraction of players will beat the game is natural, just look at steam achievements on beating games.

All in all, I think talismans are usually ignored anyway and the real challenge always lies in solving all of the levels. I want to show difficult things without them getting ignored and that's exactlywhat the higher ranks are there for! :8():

2213
Level Design / Empowering the Player: Level Design (A prensentation)
« on: July 06, 2018, 11:07:29 AM »
A while ago I found a presentation from a Game Develoer Conference and I was just remembering it now and thought: Why haven't I linked it here? ???

It's ~ 1hour long and it's called: Empowering the Player: Level Design in N++
As you can tell from the name N++ is the example here and the developers who created thousands of levels for it are talking about game and level design.

Now not all the points they bring up can 100% be projected on Lemmings or Lix levels in my opinion. For example the point: Let players choreograph, not just execute.

Of course only having precise trick levels is not very good, but especially on higher difficulties levels Lemmings level are a bit more about one or a small group of solutions. On the lower ranks this point fits way better, but in higher difficulty ranks you often want to enforce certain patterns or parts and I think finding the right mixture of restricted and a bit more open levels is the best way.

Other points they bring up:

- Minimalism on the core level idea + expanding that idea with more and more details for higher difficulties. Also the danger of overdoing it with adding too much.

- Level creation process - from core structure to the finished level.

- The nessesarity of culling stuff. Scrapping of levels and ideas - not everything fits and it can be better to cut it out.    - This point I feel needs to be addressed more here in the case of levels. For mechanics: Yes, I know I argued a lot about keeping stuff and features, but I also was in favor of culling a few things (gimmicks as an example). I still believe the right balance is correct and I don't wanna see things that offer a lot of gain and just fit disappear.
Sometimes levels just don't work out that well. I think that can also be expanded to features and machanics. They talked about at some point they added portals in N++, saw that it makes things too complicated in a fast platformer and threw them out again. I think Slowfreeze, Radiation and Gimmicks are the NeoLemmix equivalent here with them adding only unnessesary precision and complexity without offering too much.

- Balance between "boring/calm" and "exciting". Calm parts make exciting ones stick out more.

- Smooth difficulty curves and inclusion of breathers.

- Mastering of skills and levels of high complexity + difficulty.

- Variance in level desgin - one type of level is not enough!  - I especially agree with that point. You don't wanna make only huge/tiny/button or trick levels for example. You wanna have a huge variation of levels that has something for everyone.

- Naming of levels.

- Access to all/a lot of the levels from the getgo to avoid getting stucked completely.      - We solved that with unlock all.

 
So, I think maybe you can take a few things with you from this presentation, even if it's another quite different game they are referring to and not everything can be transferred to Lemmings 1:1. :)

2214
In Development / Re: NeoLemmix Community Pack
« on: July 05, 2018, 07:22:26 AM »
Ouch, got the "this topic has not been posted in for 365 days" note on this topic. IchoTolot - what's the plan with this pack?

Well, I still got all the level files and will continue managing them.

Currently though I am focusing on bringing out United and managing the contests. So I will keep this in a managing and gathering state for now.

When United is finally out, I will get this going actively again - I don't half ass 2 things, I 1 ass 1 thing. ;)

I will go through all collected levels and send them to the authors to convert them and let them send me solving replays for all. Then I will pre-judge the difficulty of the levels to get a rough feeling for what we have.

Then more goal-directed gathering will continue and we can discuss details like ranks size, actual difficulty of the levels  etc.

2215
Annnnd the next round is up.

2216
Contests / Re: Lemmings Forums Level Contest #15
« on: July 03, 2018, 07:01:16 PM »
A bit less than a month left to get your entries in! We are past the half way point now. :)

2217
A related request: currently when the grid is off, ctrl-arrow moves a piece by 8. When the grid is on, ctrl-arrow moves a piece by 8 times the grid size. Much more useful would be, in the latter case, to move a piece by 1.

This would deal with some of the same use cases as the on/off hotkey and would make it less urgent, but I believe it would still be very beneficial to have both.

I agree on everything. :)

2218
The most speed increasing thing in the new editor (I am sure) is the grid. Even more in combination with "times 8" tilesets.  (L2, L3 as examples)

But often I encounter cases where I want to turn off the grid for 1 or a few things and after that turn it right on again.

A hotkey for ON/OFF toggling of the grid would be a great acceleration for level creation speed.

I might even argue about moving the grid option from "Settings" menu to the "Global" tab so that it is instantly avialable at all time, as I change the grid quite frequently (2,4,8,16 being the most common settings).

Yes, thinking more about it: A dedicated Hotkey + having the grid setting in the "Globals" tab would both be very beneficial. Even if it isn't a level variable.  ;)

2219
In Development / Re: Lemmings Plus VI - Development Topic
« on: July 01, 2018, 12:30:24 PM »
There are 2 things currently feeling not quite right to me about this tileset by looking at the picture:

- The background makes it somewhat hard to see a bunch of stuff and the stones look a bit weird let's say - more like a sewer than a basement. I feel this can still be optimised by quite a bit.

Quote
near the top exit

- Is the exit these 2 blue things (flags?) on the wall? ??? I must admit I can't really tell :P

2220
Moving on to Group 8 Round 1 now!

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