[NeoLemmix] NeoLemmix Introduction Pack

Started by IchoTolot, August 08, 2019, 08:36:00 PM

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IchoTolot

V 0.05 is out! Please delete your old folder while updating as the old rank name won't be overwritten!

- Renamed "Interactables" to "Objects" (even if the rank also introduces steel ;P)

- 1 02 mentions skill shadows now

- A TON of rewritten/corrected texts.

- 2 01 removed a bit of the decoration.

- 2 09 swapped 2 teleporters

- 2 10 uses extended updrafts now

- 2 12 was reworked into a simpler version (original version will probably return in a later rank)

- 2 05 <--> 2 06


Quote
Level 5 "Set Your Priorities Right" - I suggest making the floater section a bit higher, because currently, floaters (whether the pre-assigned or the skill panel ones) aren't actually necessary here. Maybe this depends on exact positioning, but IMO it makes more sense for them to be always required.

I've decided against the certain splat-fall here for more simplicity, even if the floaters serve no other use other than demonstration as a result.

A nice second round of feedback would be nice after this patch as I could have easily forgotten something. :P

IchoTolot

#31
V 0.06 is out!

- Changed the hotkey displaying inside the texts.

I attached an exp NL version that displays the actual user hotkeys inside the text. Let me know if your setup breaks any textlines!

Without the exp version some textlines will definitely not fit. ;)

The exp also includes the "preview texts don't show again after going to menu" fix and the "can middle-click on preview screen, to force viewing the preview text" change.

Warning: Make a backup for your settings and hotkeys files as there might be a problem with the exp changing that.

namida

The line explaining Select Walker goes over the edge of the screen slightly, and in level 13 of the 2nd rank, the hotkey names are still hardcoded. I'm using the default hotkey setup with the "Traditional layout" option.

The new level for limited entrances / exits is much more suitable IMO! It still requires patience and careful thinking, but isn't overly complicated for a tutorial level. Also, the updrafts on the lab level look much nicer now too. ;)

Those are the only things that stood out to me on a quick look through the new version.
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)

Proxima

Quote from: IchoTolot on September 07, 2019, 07:10:14 PMI attached an exp NL version that displays the actual user hotkeys inside the text. Let me know if your setup breaks any textlines!

As expected, the line about the ten-second skip doesn't work for me; "No Hotkey Assigned" breaks the line completely. Everything else is fine.

IchoTolot

V 0.07 is out!

- New level at 2 12 for explaining longer timeskips. Text there also mentions where to change hotkeys.

- Text at 2 06 has changed.

- Text at 2 11 has changed.

- Text at the new 2 14 has changed.

For any "No Hotkey Assigned" cases, I would push towards any chosen standard layout should assign these. :8():

IchoTolot

If no more issues arise I will then soon continue with the "Basic Training" rank. :)

IchoTolot

Currently, I've got 16 levels for the "Basic Training" rank and I am considering to increase the aimed ammount of levels in there from 20 to 25 or even 30.

The ammount of trick/mechanic lessons in there stays the same, but a slightly larger rank has more room for just general levels to train so players get more of routine with handling lemmings.

What are your thoughts about this? ??? I think apart from the lessons levels a healthy bunch of general training levels can really help getting things across and let the player gather more experience.

Proxima

It's not necessarily a bad thing, but I think we will have lots of disagreement over what should be included in a "basic training" rank and what would be better to leave for the player to figure out for themselves :P

IchoTolot

Quote from: Proxima on October 04, 2019, 01:03:09 PM
It's not necessarily a bad thing, but I think we will have lots of disagreement over what should be included in a "basic training" rank and what would be better to leave for the player to figure out for themselves :P

That is bound to happen, but I rather show a bit more than less as a general rule of thumb. ;P

Examples would be: Release methods from blocker traps, digger/stacker/stoner holding pits, different cloner interactions, walker cancelling (includes basher staircases for example), compression method, uneven steel, climber+shimmier....... But you will see. ;P

IchoTolot

V 0.08 is out!

The update introduces the "Basic Training" rank with 25 levels!

The single levels intend to teach the following topics:

Spoiler
- Basic Training
- Basic Training
- Blocker release: Walker, Bomber, Basher, Miner, Digger
- Training: Blockers
- Training: Blocker Digger Release
- Basher Ascend, Climber+Shimmier
- Training: Basher Ascend, Climber+Shimmier
- Training: Blockers, Uneaven terrain
- Builder/Platformer Stretching, Basher positioning.
- Crowd Delaying
- Training: Crowd Delaying, Builder Stretching
- Training: Sorting, Planning
- Blocker Substitudes: Stacker, Stoner. Deployment Speed of Stackers and Stoners.
- Digger Holding Pit
- Training: Digger Holding Pit
- 6-pixel step up, Stepping through Terrain
- Training: Step-up
- Builder+Blocker, Miner+Blocker, Digger+Blocker
- Compression Method
- Training: +Blocker Combo, Compression
- Satcker+Cloner, Builder+Cloner, Glider+Cloner, Miner+Cloner, Climber+Bomber
- Platformer+Basher, Builder+Miner, Digger+Stacker
- Training: Miner+Builder, Cloner
- Walker Interrupt: Platformer, Builder, Basher, Miner, Fencer, Stacker
- Training: Walker Interrupt

Now, I need some feedback again on where I screwed up some texts or maybe missed some things.

If this rank becomes somewhat stable again I will start creating the "Advanced Training" rank. Currently I plan to cover the following things there:

Spoiler
- Precise Digger/Miner/Basher top-down Staircases
- Basher through parallel builders
- Stoner+Stacker step-up
- Digger assignments at the last moment before he falls
- Basher staircases without builders/walkers. 3 parts: 1) Block+Bomb. 2) Block+Dig+Bash/Dig+Block+Bash. 3) Without a crowd and 2 bashers: Block+Dig+Block+Bash

If you have more things that should be covered please post them here and I will consider them.

Changes to rank 2 will be made after the release of the next major NL version to cover anti-splat pads and neutral lemmings.

namida

Feedback for first 10 levels

"Tower Of Training" - I'm not sure about this one specifically as a tutorial level. I was able to solve it using just bashers and builders, for one - I wonder if a tutorial level like this should require more variety...?

"With Minimal Efforts" - This one, on the other hand, needed a variety of skills and was much better. I do wonder if the end part - especially given that the crowd will likely be coming in quite bunched up - might be a bit tricky for newer players though? My other question would be whether it might be better to allow more than one way to deal with the fatal drop, since most other parts in both of these levels can be approached more than one way and fatal falls are a particularly useful thing to know multiple ways to deal with?

"Blocker Rocker" - I think the "block under entrance / fall, dig later" might belong in Advanced Training, personally. My only other criticism here - and this is more relevant to existing players than new ones - is that the pillar bottoms along the way look, at first glance, like they could be squasher traps.

"Steely Halls" - This level lacks introduction text - but I'm assuming that's just something you're doing with the levels that aren't specifically teaching anything?

"Limited Release" - This level feels a bit tricky for beginner, even if the trick is accepted as a beginner trick, because of how little time is left to release the crowd (or the need to find an alternate way to release them and then free the blocker, which isn't impossible) when the route is completed...

"Reach-Around" - This one, again, feels a bit tricky for a beginner tutorial rank - not the sending a worker around part, but the building inwards from both sides part in the middle.

"It's A Stretch" - The level itself works nicely, but I think each gap can be made 1 pixel more lenient, while still requiring the player to stretch every bridge.

"Delaying the Inevitable" - This one was especially well done IMO! :)

I'll continue with this later.
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)

IchoTolot

#41
Thanks for the feedback. :)

I think there are a few misunderstandings though that the only tutorial levels here are the ones that introduce mechanics. The other ones are just training levels where the player should be on his own learing what works and what not and maybe re-apply already learned tricks.

Spoiler

Quote"Tower Of Training"
Again, it's not a tutorial level. The goal is to simply give the player a bunch of tools and the rest is up to them. They can stick to 2 tools, they can choose otherwise. They should do what they think fits best for them. If the low-variety approach works and is ok with them, they should be able to do this. Finding out what works is the challenge.

Quote"With Minimal Efforts"
Yes, the crowd can be bunched up, that's a goal of the level actually and why the save req is only 20. Be ok to loose a few if the level allows it is the message here. I also want to hammer it in a bit that stoners are easy fatal fall killers. Again the goal of these levels are not to enforce variety, but rather drop the player into a (skill) pool and let them figure out to swim (solve).

Quote"Blocker Rocker"
"block under entrance / fall, dig later" I would consider a very essential and basic tool. I judge tricks not only on precision and difficulty, but also on occurance and usage and this is a method I use all the time and saw many levels requiring it. That's the reson it's here and early.

Quote"Steely Halls"
Exactly. Nothing new, just training --> no text.

Quote"Limited Release"
I will increase the lem count by a bit then. Again, I want to hammer the digger release in.

Quote"Reach-Around"
I gave extra little builders to make the player realise that building from 1 side doesn't work and every other thing in the level is just a re-telling of the last level. I don't see the high difficulty here to be honest. If the "sending a worker around part" isn't difficult then the bridges won't be as well in my book as the main reason to send a lem around is the bridge. But I want to hear more voices here. If more people feel this is too tricky I will include a level before this which introduces the 2 bridge approach specifically.

EDIT: I think I've got the idea for the level: Place pick up skills on each sides with the builders. That should hint at the 2 side approach as you NEED to get the pick-ups

Quote"It's A Stretch"
Ok, I can make each gap a bit more forgiving.

namida

Sorry - I meant "tutorial level" in the sense of that it's in a tutorial pack, more than anything focused on the individual levels themself. I should have clarified this.

Next few levels...

Spoiler
"Chalk Walk" - There are two spots where infinite containment is possible, simply by not assigning a blocker yet. I sent you screenshots of these on Discord. Aside from that, this level is a pretty good one.

"Hidden Crystalline Temple" - Either I seriously overcomplicated this, or this level is really hard. :O Replay attached in case.

"Dig The Trench" - The 2nd builder has to be pixel-precise, I don't see any value added to the level by this.
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)

IchoTolot

Response:

Spoiler

Quote"Chalk Walk"
Will be fixed with a trap and a flamer most likely.

Quote"Hidden Crystalline Temple"
Really overcomplicated. ;P  But I think I can maybe restrict the skillset with pickups to lower entropy (only give like 2 stackers+2stoners at the start). I've attached the intended way for you to inspect.

Quote"Dig The Trench"
Should be no big deal to ease the precision.


IchoTolot

#44
V 0.09 is out!

Following changes have been made based on namida's feedback:

- 3 05 Increased lem count from 80 to 100.
- 3 07 The builders are now pick-ups to give the player a clear hint.
- 3 09 Platforms expanded to decrease precision.
- 3 11 Hopefully blocked the loops with flamers.
- 3 13 Most of the skills are now pick-ups to greatly reduce entropy.
- 3 14 Moved a platform to decrease required precision.