Hi,
tl;dr:Spawn interval (SI), a.k.a. release rate, should be fixed per-level. Can't change SI during play. Find counter-arguments: Suggest levels that can't be adapted with runners, jumpers, initial/required, or other features in Lix.
Why remove variable spawn interval (SI)?Variable SI doesn't fit into the game design.
You control lems/lix by clicking on them, assigning skills. Right now, there are two extra ways to affect solutions: The nuke, and variable SI. In practice, the nuke assigns skills for you. Variable SI is an oddball, it affects lix-independent level variables.
The level author sets external variables, the player assigns skills.
Lix already allows the player to adjust spacing between lix, by walker/jumper/runner assignments. Each works differently than variable SI, but supports the game core much better. Supporting the core while solving a problem, that's the correct direction in game design.
Spawn-interval-changing solutions are prone to trial-and-error. Several players (Clam, NaOH, myself) consider SI-changing solutions less fun.
Replacements for variable SI- Runners: I considered these superfluous before, but their use for clustering and separation has redeemed my opinion. Runners jump further, this enables level designers to enforce certain lix to become runner.
- Walkers or jumpers: These aren't permanent, they need different backrouting considerations than runners.
- Initial/required: Stream enough, but not too many after the route is built. With a fixed SI, number of initial lix becomes an important screw to adjust. Lemmings 2 had too many lems, 60 lems per level, so L2 was forced to use a fast SI. Levels became a bit bland. In Lix, you can lower the number of lems and have better fast-forward.
- Fast fixed SI, then let several die: Possible; but keep mass-murdering close to the beginning of a level. Players like to estimate how many lems may still die, to plan the solution.
What levels can't be adapted?We have about 500 levels. My claim is that most of them can be adapted.
I believe the strongest counter-arguments (= arguments for keeping variable SI) will emerge from discussion of some existing levels, and how they use variable SI.
Proxima's earlier list of levels where the spawn interval is part of the intended solution:
- Thomas the Climber
- Changing of the Guards
- Buridan's Lix
- The Hotel in Hell
- The Continuum Hypothesis.
I would like to investigate these with Proxima, and with people who have solved them.
Everybody, suggest levels that can't be adapted well with other Lix mechanics, and would lose lots of their spirit.
When effective?I don't want to change the C++ version. If I pursue fixed-only SI further, it would become a feature of the D port. So, nothing would change in the upcoming months.
Previous discussionsDiscoverable UI (scrolling, dir select), where I presented the idea to the forum for the first time. Fixing SI was a proposed solution to something else, there.
Proxima suggested in here the 5 levels from the list above.
IRC: Clam, Simon, 2015-12-12<Clam> I'd happily do without spawn interval being changeable in-game
<Clam> use FFF and don't have ridiculous amounts of rodents in the level[...]
<SimonN> the variable SI is a fucking bug
<SimonN> heavy heavy bug, and there is a simple argument for it, about why it doesn't belong in this game
<SimonN> you control lemmings by skill assignmentsIRC: NaOH, Proxima, Simon, 2015-12-20<Proxima> Speaking as someone who's done a lot of challenges, it's a tool I use all the time
<Proxima> though of course, the point of challenges is always to do as well as you can with the tools available, removing a tool changes the game but doesn't make it impossible to challenge yourself
<NaOH> I have seen that it is very useful when attempting pixel-precise tricks
<NaOH> But I feel guilty when I use it somehow.
<SimonMath> this is dangerous :)
<SimonMath> basher staircases were removed on a similar hunch, with great effect eventually, but that wasn't all expected
<NaOH> I feel much much more guilty with basher staircases :3IRC: geoo, Ramon, Simon, 2016-01-06<SimonN> ARRRRRR, who wants to guess what feature I want to kill from Lix
<SimonN> With exciting new reasons, too
<SimonN> Cull, cull, cull. Summon ccx! Rise like a phoenix from deallocated memory and let us argue![...]
<SimonN> what affects physics, but is not assigning skills?
<Ramond__> something the player does?
<SimonN> yes
<Ramond__> wow no idea. there must be some hidden stuff I didn't know about
<SimonN> you can assign skills to make stuff happen differently, we agree on this?
<Ramond__> yes
<Ramond__> ...
<Ramond__> oh no...
<Ramond__> NO
<Ramond__> YOU DON'T MEAN
<Ramond__> NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOoooo-- Simon