Plans for V12.12.0

Started by namida, February 10, 2021, 06:49:43 AM

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namida

V12.12.0 changelog so far
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# New Features #
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> Added two new skills: Slider and Laserer.
> Added support for automatic screen start position in levels.
> Added support for a hotkey to show used skill counts (rather than remaining).
> Added a general records for levels (like the user records, but includes results from other users' replays).
> Implemented a "Paint" object. This is a no-effect object with "only on terrain" drawing always enabled.
> Reimplemented the triggered animation object, along with a single-use counterpart. These will not be shown if the user has Hide Backgrounds on.

##################
# User Interface #
##################
> Multiple trigger areas overlapping each other will be a darker color in clear physics mode than a single object's trigger area.
> Replay editor displays newest action in bold, and actions added in insert mode in blue. Also, it has a placeholder item added to mark the current frame.
> When a dropdown box for a replay naming pattern is clicked into, the human-friendly text will be replaced with the actual pattern to allow for using the defaults as a base.

#################
# Other Changes #
#################
> The "Only On Terrain" feature (except as an inherent attribute of Paint objects) is considered deprecated (but is not yet culled).

#######################
# Bug Fixes - Physics #
#######################
> Fixed Jumpers sometimes being able to bounce off a zombie-blocker without becoming infected.
> Fixed Reachers and Jumpers being able to exit.
> Fixed Shimmiers being able to pass under the bottom of the level.

#####################
# Bug Fixes - Other #
#####################
> Objects' primary animations behave glitchy if the user pauses while the level is loading, then immediately loads a replay without pausing or frame advancing.


Bugfixes marked with a (*) will be backported to a 12.11.X update if one is released.

The major feature for V12.12 will of course be the Slider and Laserer skills. There's a few minor features, see the changelog above. At this stage, no further features will be considered for V12.12.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

Flopsy

Happy to see "No Effect Triggered Objects" on the list of potential features.

Although some people don't agree with them, they should be treated like background objects then people will have the option to turn them off in the options.

namida

Quotethey should be treated like background objects then people will have the option to turn them off in the options.

That's the plan.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

#3
Okay so - I won't be doing any major overhaul of the replay editor or mass replay checker for 12.12. To be clear - those features are not cancelled, they're just not going to be part of this update. With that being said, there are some minor but nice tweaks to the existing replay editor - see the WIP changelog in the first post for more info.

I'm also going to leave the turnaround indicator for clear physics mode until later, as I'm still not sure what the optimal way to indicate this is. I've also knocked a minor UI bug off the todo list as well for now, although it's the kind that could later get a fix in a 12.12.X update (rather than having to wait for 12.13). The remaining features listed above are still most likely 12.12 features / fixes.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

Crane

I would say I'm in two minds about the triggered background object, because I envisioned a gas flame that only reaches full power if a lemming walks over it, incinerating them, but at the same time it must act like a fire object and kill all lemmings, the idea being that the triggered object is the flame roaring to full power, while a separate, mostly invisible object, probably with just a small pilot light, is the actual fire object.  Being able to disable that background object would ruin the effect a bit (it's fine to be invisible in clear physics mode).