----more notes on my plans for a game---
Block based physics.
I will try this and see how it goes in early testing. My initial thoughts are:
-should blocks be large or small? That is; a Lemming could be about the size of two blocks (two vertically placed). Or they're smaller so a Lemmings takes up more than that horizontally. With the former the position of each lemming is easier(?) to determine. Smaller blocks however may be easier to deal with the destructive skills and would look smoother.
Here's what chat GPT had to say about it (better than I could)
Pixel-Based Physics:
Pros:
Precise Placement: Pixel-based physics allow for fine-grained control and precise placement of objects and characters. This can be useful for creating intricate levels with detailed designs.
Smooth Movements: Since the physics are calculated at the pixel level, the movements of the characters can appear smoother and more fluid, resulting in a visually appealing experience.
Detailed Interactions: Pixel-based physics can enable detailed interactions between objects and characters, allowing for more complex gameplay mechanics and puzzles.
Cons:
Performance: Calculating physics at the pixel level can be computationally expensive, especially for large numbers of objects or complex interactions. This can impact the game's performance, particularly on lower-end devices.
Limited Block-Based Mechanics: Pixel-based physics may not lend themselves well to block-based mechanics where objects interact at a higher level, such as pushing blocks or creating structures.
Block-Based Physics:
Pros:
Simplified Interactions: Block-based physics simplifies the interactions between objects, allowing for easier implementation of mechanics like pushing or stacking blocks. This can lead to more accessible and intuitive gameplay.
Performance Efficiency: Calculating physics at the block level can be more computationally efficient compared to pixel-based physics, particularly when dealing with larger levels or numerous interacting elements.
Cons:
Reduced Precision: Block-based physics can lack the precision and fine control of pixel-based physics. This may limit the complexity and intricacy of level design and gameplay mechanics.
Visual Limitations: Block-based physics can result in less visually detailed movements and interactions, as objects are constrained to block-sized increments.
Ultimately, the choice between pixel-based and block-based physics depends on the desired gameplay experience and the specific mechanics you want to implement in your Lemmings-style game. It's worth considering the trade-offs between precision, performance, and visual fidelity to determine which approach best suits your game's design goals.
@namida I'd love some more thoughts on this; or is there plenty of it in your threads on the matter (regarding L3D)? I haven't followed those closely until now.
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Some other topics:
I agreed with Nester's view, when he was still around, that the game design and integrity should take precedence over "existing content" which can and should change if the need arises.
I decided to completely cut time limits and changeable RR/spawn interval from the game like Simon did with Lix (except maybe in a few edge cases but that remains to be seen).
carrying on from my first post:
The reason I don't believe in "true physics mode" is because I think the game should be designed such that it isn't necessary. Skill shadows are in a similar vein but a bit different but I'm not in a hurry to implement this; Lix doesn't have it after all and I never felt that I missed it terribly.
More generally; I honestly feel that both games (NL and Lix) have too much complication in their "ease-of-use features". This is just my personal preference yes. I think the game (level design in large part) should be simple enough that the magnitude of features we have in NL today aren't really necessary. Of course I want the game to lack the dullness and tedium that L1 had. But a lot of this can be mitigated by level design. For example you wouldn't rely so much on fast forward if your level simply didn't have a pointless long walk to the exit. My game will likely still have a fast forward, fyi.
Although playing the game Temporal gave me the idea of having instead a "speed setting" 