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NeoLemmix Main / Re: Can't create a locked exit level.
« on: February 12, 2016, 12:02:06 PM »
Log from IRC:
<SimonN> "The reason for this is to allow a single level to have both types of exits, if anyone were to come up with a design that requires this."
<SimonN> NO NO NO this is not how you design [game mechanics]
<SimonN> YES YES YES would be: the exit is forced to be closed, and people have to clamor for special rules. Most likely, nobody needs the special rule. Then you benefit massively from easier UI, and prevent errors like that
<namida42> the locked exit is a completely different object type (just with similar behaviour) internally. thus, forcing that would be an artificial restriction
<namida42> and i am sure there would be potential use for it, in a level where different lemmings go to different exits (think something along the lines of Utopia)
<SimonN> you should have designed the code such that it would have been a natural corollary
<SimonN> so you decided that the elusive use case warrants making several gadgets, allowing users to pick the wrong one
<namida42> the locked exit and regular exit look entirely different, but some levels use the locked one (without any buttons) just to have a different exit graphic
<namida42> no; at the time locked exits were implemented i barely knew what the hell i was doing, and somehow managed to make them work
<namida42> and because they work perfectly fine - and on top of that has these two (admittedly, minor, but as mentioned, one of them has actually been made use of) advantages - i've seen no reason to change it
<SimonN> Minim running into problems is perfectly fine, I get it
Usability remains important despite cultural moss.
-- Simon
<SimonN> "The reason for this is to allow a single level to have both types of exits, if anyone were to come up with a design that requires this."
<SimonN> NO NO NO this is not how you design [game mechanics]
<SimonN> YES YES YES would be: the exit is forced to be closed, and people have to clamor for special rules. Most likely, nobody needs the special rule. Then you benefit massively from easier UI, and prevent errors like that
<namida42> the locked exit is a completely different object type (just with similar behaviour) internally. thus, forcing that would be an artificial restriction
<namida42> and i am sure there would be potential use for it, in a level where different lemmings go to different exits (think something along the lines of Utopia)
<SimonN> you should have designed the code such that it would have been a natural corollary
<SimonN> so you decided that the elusive use case warrants making several gadgets, allowing users to pick the wrong one
<namida42> the locked exit and regular exit look entirely different, but some levels use the locked one (without any buttons) just to have a different exit graphic
<namida42> no; at the time locked exits were implemented i barely knew what the hell i was doing, and somehow managed to make them work
<namida42> and because they work perfectly fine - and on top of that has these two (admittedly, minor, but as mentioned, one of them has actually been made use of) advantages - i've seen no reason to change it
<SimonN> Minim running into problems is perfectly fine, I get it
Usability remains important despite cultural moss.
-- Simon