[DISC] Timebombers

Started by WillLem, February 04, 2023, 07:03:54 PM

Previous topic - Next topic

0 Members and 3 Guests are viewing this topic.

OK. Once and for all. Do we want Timebombers? (i.e. Bombers with a 5 second timer before explosion)

Yes!
4 (44.4%)
It depends how they're implemented (please reply if you choose this option)
0 (0%)
Don't mind either way
0 (0%)
No!
5 (55.6%)

Total Members Voted: 9

WillLem

#15
- Timed bombers will come back as a separate skill in their own right called the "Timebomber"; after consideration of all the different factors surrounding their re-introduction into the engine, this is the one which causes the least problems.
- In the case of a cloned Timebomber, the clone's countdown timer will start from the same point at which the original lem was cloned, as with all other cloned skills.
- Timebombers will not have a skill shadow, as this defeats the object of them existing (which is to bring a bit of execution-based play back into the game).

Where I'm up to with this:

:tal-gold: Amiga timer graphic added, code tweaked to account for change in width from 4px to 6px.

I'm looking for the old timed bomber code in the NeoLemmix source, haven't found it yet. Will post again here when I have done.

Hmm. Can't seem to find it anywhere. I wonder if existing countdown code can be used to create a new state, "countdowner", which could then potentially be applied before any skill assignment.




I've decided that Timed bombers should be a separate skill, independent of Untimed bombers. After thinking of all the potential mess with cloner compatibility, replay cross-compatibility and "point of assignment into replay" stuff, it's just more headache than it's worth. Timed bombers being a separate skill is a much more exciting possibility since it means both types of bomber can be used in the same level, and also it solidifies that SuperLemmix is about bringing back some of the OG's execution difficulty.

WillLem

#16
Quote from: Ron_Stard on February 20, 2023, 04:57:38 PM
have you considered having both timed and untimed bombers as skills, and thus ending this rift?

Thanks for the suggestions! And yes, I'll be incorporating them both as separate skills. Seems the easiest solution overall :thumbsup:

Simon

#17
Quote from: WillLem on February 22, 2023, 01:19:24 AM
valiant attempt to cater to everyone.

Quote from: WillLem on February 14, 2023, 09:38:31 PM
Timed bombers should be a separate skill
cloner compatibility, replay cross-compatibility and "point of assignment into replay" stuff, it's just more headache than it's worth.

Timed bombers will not have a skill shadow

Then you're inflicting timed bombers on everybody whenever a level designer likes them. Doesn't sound like catering to everybody?

You could convert the timed bombers into untimed on the fly based on user option, and those converted bombers become ineligible assignment during first 5 seconds of lemming existence. Will probably run into design problems with the cloner. There seems to be no easy way out.

-- Simon

WillLem

#18
Quote from: Simon on February 22, 2023, 10:25:47 PM
You could convert the timed bombers into untimed on the fly based on user option

After a lot of consideration, I've decided that this is just simply too messy for me to try and handle as an inexperienced designer working mostly without direct help. I could try and mimic what Charles did with SuperLemmini, but there are a number of problems with having both types of Bomber available even in that engine, which is much simpler than NeoLemmix.

Quote from: Simon on February 22, 2023, 10:25:47 PM
and those converted bombers become ineligible assignment during first 5 seconds of lemming existence

Yeah, again, I did consider this but decided it would just overcomplicate things unnecessarily. I'd rather keep things as simple as possible, especially since I'm very much at the start of my journey as a programmer.

Quote from: Simon on February 22, 2023, 10:25:47 PM
Will probably run into design problems with the cloner. There seems to be no easy way out.

Yes, the Cloner is what swung my decision in the end. There is no clean way to get around the various issue that the Cloner presents.

For me, it comes down to either lose the Cloner or have both types of Bomber. I definitely prefer the latter.

So, they'll be implemented as a new skill called the Timebomber. It doesn't make sense to give them a shadow because this defeats the purpose. Yes, it allows level designers to force this skill type on the player, but I'm OK with that for these reasons:

1) For a while now, we've had many many "puzzle-oriented" levels, which get tiresome after a while. Timebombers are part of a number of features in this engine which will promote more execution-focused levels and gameplay, balancing things out a bit.

2) In theory, yes, the engine could get swamped with Timebomber levels and we'd have the opposite problem to the one presented by NeoLemmix. But, in practice, I think that it's more iiikely that there'll be a mixture of both types of level.

3) Lest we forget, it will be possible to have both types of Bomber in a single level. This could make for some interesting levels!

4) The DMA levels can be restored to their intended mode of play for all players.

...

I realise that this seems to constitute something of a contradiction, but I prefer to think of it as the other side of the same coin. It is, after all, the absence of Timed Bombers from NeoLemmix that prompted this fork in the first place.

The irony of all this is that I haven't done a single thing towards implementing them yet; I've so far been focusing more on all the other stuff on the list. I think that I need to get as much experience as I can before I attempt to implement what is effectively a new skill from scratch.

mobius

#19
timed bombers could be interesting to come back, I'd appreciate keeping skill shadows (At least as an option) though, would still support it even without them.

Grenader, spearer and those skills are really exciting though :thumbsup:
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


WillLem

#20
Quote from: mobius on February 23, 2023, 01:18:02 AM
timed bombers could be interesting to come back, I'd appreciate keeping skill shadows (At least as an option) though, would still support it even without them. :thumbsup:

Glad to hear it, and thanks for the support!

The thing about Skill Shadows though, is that they would be completely pointless on a Timebomber; it would show exactly where it will detonate, thus making it effectively an Untimed Bomber with a delayed assignment. The whole point of Timebombers is to re-introduce some of the more execution-based gameplay, which Skill Shadows are very much the antithesis of.




I do see why Dullstar and Simon are right to at least suggest that I focus on making this engine more one thing and less the other, but ultimately I do want NeoLemmix players to be able to also get a good experience with SuperLemmix. Since all of these features exist, it makes no sense to strip them out altogether. The idea here is that they'll be reframed and more aggressively optionalised in order to promote the older style of play, not outright enforce it.

Most of my early years playing Lemmings were spent learning how to get those Builder and Bomber assignments just right purely by eyeballing, and it was as satisfying to pull off as it was to solve the puzzle. All I'm saying with SuperLemmix is, let's bring a bit of that back.

WillLem

#21
Added a poll.

WillLem

Any more votes on this one?

Note that the question is really "do we want Timebombers as well as untimed Bombers?" (i.e. not "instead of.")

WillLem

OK, so it seem clear that this very much divides Lemmings players into those that want the Timebomber, and those that don't (and in both cases, no matter what!)

Seems to me then that the "please everybody" thing to do probably would be to implement it as a user-side option. However, this would mean a lot of potential UI headache and messy implementation for a feature which many might end up just ignoring and ultimately never using. If I'm going to put the work in to bring the skill back, I want it to be a prominent feature of SuperLemmix. Its implementation should be clean, clear and enjoyable for those that fully support the feature.

I'm therefore going to go ahead and make the Timebomber a separate skill, and let the chips fall where they may in terms of who chooses to make and play levels in SuperLemmix. Hopefully, some of those who chose "No!" will give Timebomber levels a try and enjoy them for what they are, whilst those who chose "Yes!" have re-gained a classic Lemmings feature, and lost nothing.

So - just to make it clear - Untimed Bombers will remain part of SuperLemmix, and will simply be called "Bombers". "Timebombers" will be the classic Bomber skill with the 5-second timer.

Now comes the hard part, actually coding the damn thing! :forehead:

WillLem

#24
And we have the Timebomber! :lemcat: :lemcat: :lemcat:



The panel icon isn't done yet; just using the OhNoer animation for now until I can figure out how to load an image into that part of the code. Other than that, it's fully tested and working! It can also interact with other skills as well (i.e. other skills are assignmable during countdown).

Finished the panel icon! As soon as I've finished making a few other tweaks here and there, I'll do a proper release with all 24 skills included.

WillLem

Tested with the Cloner this morning. Works a treat, and opens up new level possibilities: