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Messages - Simon

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3241
Lix Main / Re: Sorting skills in panel
« on: May 26, 2015, 05:55:35 PM »
I love hotkeys in singleplayer, too.

Yes, the second post is how I'd put it myself. I'm reluctant to curb what the community has made good use of. If there were no existing levels nor tradition from Lemmings, I'd cull faster.

One exploder per level doesn't hit the community culture. Removing the runner would make a noticeable dent in the content, forcing lots of reworking. Bugfixing, I don't care if that breaks levels, making consistent physics is more important. However, the runner is not a bug, but a cute non-essential feature.

I've got something cooking again, shortening the control buttons from 40 to 34, and increasing the skill buttons from 34 to 36. This adds up exactly to the fixed resolution width of 640. I'll post images/test versions when the graphical bugs are ironed out.

Making zzz/zoom smaller is again a good idea to keep in mind, if this doesn't suffice.

-- Simon

3242
Lix Main / Re: Sorting skills in panel
« on: May 26, 2015, 11:13:51 AM »
Limit of different skills: currently 12.

With any redesign to fit more buttons on the panel, this limit becomes oddly arbitrary. It has come only from the UI restrictions. Since 14/15 isn't much more than 12, I'd love to get rid of this limit.

One alternative is to keep only 12 buttons, and sort, producing such abbreviated gaps. That's already much better than unsorted panel. But it would maintain the strange number of 12 buttons for 14/15 skills.

Enforce ordering without gaps: That's the first thing I tried, and I have working code that does that. Then I felt the problem to be in the strange number of skill panels.

ccx:

Hunch about too much space allocated to non-skill buttons: Thanks, interesting feedback. I'd have imagined them more important.

Future-proofing: These days, I'm actively discouraging ideas for new skills. Looking back at the past 5 years, I have regrets about having implemented the runner, despite people liking it. The batter is a must-have. The runner only makes sabotage better, which is strong enough without. Should the game ever get more skills, which I consider unlikely in the next 3-5 years, then another UI change is in order. And people would then have to live with 20 skills allowed at the same time, or re-impose a limit of skills per level, then fix existing levels.

New skills would increase the burden on new players. For experienced players, the single-hand hotkey layout is already full, and can't take additional unique keys well at all. You don't want to put distinct skills on the same hotkey. If you put similar skills on the same key, then they're probably similar enough to cull one from the overall design.

If I got to cull skills without people revolting, I'd cull L1-exploder first, then runner, then floater. :8(): Climber stays in, it is amazing and makes excellent use of the rodents-navigate-pixel-terrain core idea. Everything else gets eaten by the clam.

-- Simon

3243
Lix Main / Re: Sorting skills in panel
« on: May 26, 2015, 10:28:13 AM »
Hmm, so you'd feel 14 buttons to be too crowding in the current setup. This was my initial hunch. However, I'd say 12 buttons were already too much then. Possible fix: Making the icons a tiny bit smaller, and printing the white numbers slightly thinner, by 1 pixel in width or so per digit.

I was discussing this with Clam in IRC before:

[11:35] <SimonN> the other control buttons in the lower right, they must be somewhere, to keep the interface discoverable. They can't be cut
[11:38] <SimonN> the cramming is a serious downside
[11:39] <SimonN> people already complain when the status bar is overwritten with mouse-over stuff
[11:39] <SimonN> shortening the status bar would lead to overwritage with '3 Platformers (RCF)'


So, if 14/15 buttons are the correct solution, but are too cramming, I'd have to enlargen the GUI bar, or add a second GUI bar at the top/left/right.

I'm a little reluctant to make ffwd, zzz, restart, nuke all as tiny as the savestate/loadstate buttons, and then pile them all into the lower right corner. This would gain one panel width over what we have now. It's something to keep in the back of the head.

[12:04] <Clam> so here you have 15 (or more?) distinct "resources" (compared to Starcraft's 3 resources, or Age of Empires's 5)
[12:05] <SimonN> yes, and they are clickable buttons
[12:05] <SimonN> so must be large and nice, everything else is bad
[12:07] <SimonN> I've considered putting the skill buttons along the left/right side
[12:08] <SimonN> then have the entire bottom for the status bar and control GUI buttons, but that bar would require less space than the buttons
[12:08] <SimonN> this makes the screen more tall than wide, not sure how good that is
[12:10] <SimonN> oh my, why is this so hard, I'm sure 14 sorted buttons in a row is the local optimum, without reordering everything


For comparison, here's the L1 bar shown against the 14-button Lix bar:



Each single button is still wider than what L1 did. Minimap isn't feasible on y-scrolling maps. Of course, what L1 did is bad surprisingly often, compared to modern UI design. So being wider than L1 isn't a saving grace yet.

Materializing my idea from the beginning of this post: Printing the 2-digit numbers with the narrower font alleviates some of the crammy feel. 3-digit numbers need some further fixing, they're too wide now.



-- Simon

3244
Lix Main / Re: Sorting skills in panel
« on: May 25, 2015, 02:43:39 PM »
Thrown-together L2-inspired icons:



12 keys in a row are a problematic choice anyway. I discourage new players from using this. Aligning the buttons in a key-position-matching grid would force me to guess the user's keyboard layout (not hotkey choice -- the operating system's keyboard layout), and violate Fitts's law, by not aligning stuff along the screen edge for mouse users.

ccexplore, thanks for the many reasons. Unnatural merging of to-be-distinct exploders, hmm. Will ponder some more. Reasons like these is exactly why I'm throwing around loose ideas right now.

About the burner: I'd cut the assignable burner, as I've proposed to cut having both exploders in the same level. When only one or two levels rely on them, schematic usability guidelines take priority. When a whole community with many levels relies on them, that's a grown-out environment to serve.

The annoying situation right now is: We have 12 panels for 14/15 skills, that's extremely weird. Having absolute positions for these 14/15 is standard. I really want to do at least something here. Offering only a subset made sense for L2, where the entire set was much larger than the largest offerable subset.

-- Simon

3245
Lix Main / Re: Sorting skills in panel
« on: May 25, 2015, 12:31:29 AM »
namida: Platformer/Builder icon is noted, and will become more distinctive once I feel creative/inventive.

About the ordering, here's the next radical idea.



Allow only one exploder per level, and present all skills in a fixed order. In the currently-forced resolution of 640x480, a button is now 34 pixels in length, not 40.

Maybe make the order customizable, but that's not the main problem right now.

If you want to test this, here's a work-in-progress Windows executable. Right now, only 12 skills are allowed at any one time, that limit can be lifted later. Skill buttons may be ugly in the editor skill dialog, and the in-play panel is a little ugly still.

Can we cut the runner from the game? Probably not, Proxima uses it in Charge of the Lix Brigade >_>; The lemforum pack uses it in about 20 levels, and Clam/Rubix use it in 30-40 singleplayer levels each.

-- Simon

3246
Lix Main / Sorting skills in panel
« on: May 24, 2015, 04:52:49 PM »
Hi,

a frequent complaint by new users is how the skillset isn't sorted. Experienced users still have to look at the skillset at the onset of each singleplayer level. What shall we do now?

Sorting is generally nice, and custom sort-order dosen't seem worthy to implement. Maybe a sort-yes-or-no option that's on by default, that's okay. A full-blown sort order editor seems of too little use compared to its complexity.

[18:38] <SimonN> I'm considering dishing out a WIP version with mandatory sorting, and ask people to use that for a week or two
[18:40] <SimonN> thinking about it for several days now, the correct order in the right half is exploder-batter-blocker-cuber-builder-...
[18:40] <SimonN> and you and Clam make convincing arguments for why walker shouldn't come first [instead climber-floater-runner shall come first]; on the other hand, Fitts' law (button in corner is very easy to click) suggests walker first, and Neolemmix has it first also


But let's first see what you guys think.

I can post more considerations from IRC later.

geoo's proposal: climber, floater, runner, walker, jumper, batter, exploder, blocker, cuber, builder, platformer, basher, miner, digger
Clam's proposal
My proposal

-- Simon

3247
Forum Games / Re: Zendo/Eleusis, play by forum
« on: May 22, 2015, 05:45:40 PM »
FIREY
FIREQ
FIREQUISITE
FIR

-- Simon

3248
Tech & Research / Re: Lemmings in C#
« on: May 22, 2015, 05:11:26 PM »
I've skimmed the source.

You are already using a struct for the lemming. You can implement what I have suggested with all-public structs and normal functions. I.e., you don't need inheritance, you don't need virtual methods, ...

This is a general observation: A language is a toolbox, you don't need to use every tool.

For readable source, try to keep your identifier names in English. Comments in English are also preferred.

-- Simon

3249
Non-Lemmings Gaming / Re: Codes vs Saves vs Unlock-All
« on: May 22, 2015, 09:05:02 AM »
There are four arguments against forced linear play so far:
  • Tooling
  • Anti-stuck, allowing the player to access further content despite not solving everything before. This is probably the main reason.
  • Cherry-picking, i.e., not caring about finishing every level, but playing only the interesting content. This is valuable to have. You can get recommended levels by fellow players.
  • Late cherry-picking, by which I mean cherry-picking after finishing every level, after losing the savegame.
The Supaplex solution is only good as an anti-stuck. For that alone however, it's valuable.

The unlock-all-by-password + savegame serves all four purposes, because you can google the password if you want to cherry-pick early.

607's cheat codes to be revealed after first complete playthrough are very much like that.

-- Simon

3250
Tech & Research / Re: Lemmings in C#
« on: May 21, 2015, 12:17:51 AM »
With OOP, the first idea is to have the entire play in a large class, and reinstantiate the class. Since this is unwieldy, the next idea is to have savestates as components in the game class, and go back to a savestate from the very beginning.

-- Simon

3251
NeoLemmix Main / Re: Music packs - track ordering
« on: May 17, 2015, 02:16:35 PM »
Is ordering still an issue despite the planned select-by-name?

If yes, the soundtracks seem different enough to leave them in their platform-dependent order.

-- Simon

3252
Forum Games / Re: Family Feud 2015
« on: May 12, 2015, 03:37:23 PM »
Nice one, thanks.

Picking unique things is super hard. You have to guess what level of obscurity is appropriate each time anew.

-- Simon

3253
NeoLemmix Main / Re: Name of the "Mechanic" skill
« on: May 12, 2015, 03:08:25 PM »
I thought the design goals for the name are: Catchy word, descriptive, obvious for new players (I deem that important, can't tell how important namida judges this), non-clashing in discussions (game mechanics <-> mechanic skill). Does it have to be an existing word? Does it have to sound like a profession? Are those more important than descriptiveness?

Detrapper is most descriptive, but artificial. Disabler is reasonably descriptive, but it's not obvious from the name that it doesn't disable teleporters. With the propensity of Neolemmix to get new features, what's more likely: That the Disabler will disable more stuff than traps in the future, or that the Detrapper will forever only nullify traps?

Considerations like these seem more helpful than a popularity vote. <_<

-- Simon

3254
Non-Lemmings Gaming / Re: Codes vs Saves vs Unlock-All
« on: May 11, 2015, 12:20:17 PM »
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Once you introduce this feature, there will be constant demands for it to account for more and more different scenarios. To the end user, "if you don't like what we give you, play it from the beginning" feels even worse than not having the option at all.

This is a pure slippery slope argument without evidence so far. I don't believe that the user feels like described.

You're correct with: If the catch-all is not workable for a game, don't implement a catch-all. Aim for something weaker.

Independent levels allow a very easy catch-all.

Proxima, that's not a counter-argument. If they like this reward, people will progress and unlock as designed. Using the option feels like cheating, so they won't use it.
This is simply not true. For me -- and, I suspect, for many (and this is backed up by similar discussions we have had on the DROD forums) -- the experience of playing a game is all about the counterplay of frustration and satisfaction. If a reward is available for free, achieving it the hard way is lessened. When you reach a frustrating part, if there is a way to just skip it, the temptation is always there.

I believe that you feel like so. The consequence is, you will then enjoy the game more when other people can't use some option you wouldn't want to use.

How would you feel when the author ships two versions of the game, one with unlock-all and one without, and you choose and play the one without? That's how I treat the unlock-all option. It's not part of the game.

The satisfaction doesn't come from the reward, but from having accomplished something. You can't get that by skipping levels. I assert that this is true for most -- the reward isn't what drives people. Evidence is how people spend hours and hours on games that have unlock-all, how money is a very weak motivator for programmers, and how existing unwatched youtube videos of rewards don't affect game enjoyment.

(Link please to the DROD discussion, so I can dissect. :->)

Quote
Using the option will not feel like cheating if it's offered as part of the game. (Does playing levels in any order in Lix feel like cheating to you?)

Skipping unrelated levels never feels like cheating to me, even if the game doesn't want me skipping. Who would I cheat in the first place when I know there's unsolved levels remaining?

Quote
Quote
I'm concerned with the resulting problems of locked content, once the game becomes a tool.
I suspect this is the root of our disagreement. I don't know what you mean by the game "becoming a tool". Can you explain this phrase? To me, a game is a game -- it's an entirely different type of experience from using a tool (or, for that matter, from reading a novel) and so you can't use analogies from those to argue about what a game should be like. (That said, I would certainly agree that there is a wide spectrum of different games, including some that are more tool-like and some that are more novel-like.)

Excellent awareness.

The game becomes a tool once you think of it as a data processor.

Most people will lose interest before coming to this stage. It's a late stage for most, it comes well after beating the game. On the other hand, some people are interested in hacking details much earlier.

When one treats the game as a tool acting on data (levels), not having the unlock-all option is a misfeature. The tool could easily work on everything, it's not a problem at all for it, but it jumps through extra programming hoops to prevent you from doing the normal thing. It prevents culture.

This is one reason for the unlock-all, not the only one. Unlock-all is valuable for the non-toolers.

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I partly agree, but passwords can be good if combined with another system.

Passwort + save system is an interesting solution. I assume the password advances the save file, so it only has to be entered once to unlock stuff permanently.

-- Simon

3255
NeoLemmix Main / Re: Name of the "Mechanic" skill
« on: May 11, 2015, 11:39:35 AM »
The main problem Another consideration is that Mechanic isn't self-explaining to new players.

Engineer, Fixer, Worker, etc., all of these have the same problem. Engineer/sapper is slightly better because of their meanings in military. Saboteur is about the same.

Disabler solves the problem, and Detrapper solves it best.

-- Simon

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