9136
In Development / Re: NeoLemmix Community Pack
« on: February 13, 2015, 12:17:30 AM »
One idea I had thought about, but didn't include, for Lemmings Plus Omega, was indeed secret levels based on a different concept; specifically based on completing certain challenges (to use the original game as an example, 100% on Tricky 25 "Cascade" could be an example of something that might unlock one). This idea could possibly be used for the community pack, although IMO if I was going to do this, I'd have to implement this as a standard NeoLemmix feature that anyone can use in their packs (which to be fair, I don't have a problem with doing beyond that it might be tricky to come up with an exact method of handling it).
Indeed, some of these gimmicks are little more than novelty things without much use for a real level; a lot of the weird ones involving skill counts were done back when I was accepting virtually any gimmick request, while the "reverse skill counts" was originally intended for LPII but I ended up creating the Overflow gimmick and using that instead; there's no real reason why RSC was left in the code, but it was, so it survives still. The "Invincible" one, specifically, wasn't really intended for use in actual levels, but more for testing purposes with various things. Though in comparison to the combo Nepster mentions, there would be slight timing differences due to them falling faster than floaters, as well as that it's possible to assign them Gliders.
I do agree though on the "don't use it just because it's there" option. Sure, if a good way to use it can be found, then go ahead, but if it can't, then I don't see the point in using it just for the sake of using it... At the same time, the "good way" of using it doesn't nessecerially have to be relating to a puzzle. It could just as easily be related to the theme of a level, especially in easier levels.
Indeed, some of these gimmicks are little more than novelty things without much use for a real level; a lot of the weird ones involving skill counts were done back when I was accepting virtually any gimmick request, while the "reverse skill counts" was originally intended for LPII but I ended up creating the Overflow gimmick and using that instead; there's no real reason why RSC was left in the code, but it was, so it survives still. The "Invincible" one, specifically, wasn't really intended for use in actual levels, but more for testing purposes with various things. Though in comparison to the combo Nepster mentions, there would be slight timing differences due to them falling faster than floaters, as well as that it's possible to assign them Gliders.
I do agree though on the "don't use it just because it's there" option. Sure, if a good way to use it can be found, then go ahead, but if it can't, then I don't see the point in using it just for the sake of using it... At the same time, the "good way" of using it doesn't nessecerially have to be relating to a puzzle. It could just as easily be related to the theme of a level, especially in easier levels.