Author Topic: Lix Multiplayer Session Sunday 18th September 4pm UTC  (Read 4119 times)

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Offline Flopsy

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Lix Multiplayer Session Sunday 18th September 4pm UTC
« on: September 09, 2022, 01:34:56 AM »
It's been quite a while since we played now and I discussed with Simon a while back that this date was a good day to play.

So Sunday 18th Sept at 4pm UTC?

I can't play on the Saturday this time unfortunately.

Offline Simon

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Re: Lix Multiplayer Session Sunday 18th September 4pm UTC
« Reply #1 on: September 09, 2022, 06:44:24 AM »
I'll play!

That week, Sunday happens to be better for me than Saturday, too.

-- Simon

Offline Flopsy

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Re: Lix Multiplayer Session Sunday 18th September 4pm UTC
« Reply #2 on: September 18, 2022, 09:35:37 AM »
Just a reminder that we are playing this afternoon still :lix-smile:

Offline Silken Healer

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Re: Lix Multiplayer Session Sunday 18th September 4pm UTC
« Reply #3 on: September 18, 2022, 10:09:41 AM »
I will be attending.

Offline geoo

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Re: Lix Multiplayer Session Sunday 18th September 4pm UTC
« Reply #4 on: September 18, 2022, 05:10:58 PM »
???

Offline Simon

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Re: Lix Multiplayer Session Sunday 18th September 4pm UTC
« Reply #5 on: September 18, 2022, 06:34:14 PM »
Thanks everybody for playing!

Thanks to geoo for the posted maps, I'll add them to the next release. I'll add overtime to any of them that have 0 seconds of overtime.

-- Simon

Offline geoo

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Re: Lix Multiplayer Session Sunday 18th September 4pm UTC
« Reply #6 on: September 18, 2022, 08:48:43 PM »
They need some polish before they can be released:

- Title
- Decision on how far to shift the exit from the start (unless you want to include all possible versions)
- Release rate that doesn't perfectly cluster the bunch
- Some mechanism to prevent plugging up other players' climber chutes
- Overtime

Offline Simon

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Re: Lix Multiplayer Session Sunday 18th September 4pm UTC
« Reply #7 on: September 18, 2022, 09:55:00 PM »
Right, all items are very sensible. With these nontrivial changes, I'd prefer you to implement them.

I'd include one hatch-exit distance per player count, not all possible distances.

Also consider: Use a thicker diggable floor. To prevent hatches from merging with each other, replace some of the diggable parts (between hatches) with steel. Source for this suggestion: Silken didn't see that the floor was diggable at all.

-- Simon