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About the entrance problem
From: |
Gervase Lam |
Subject: |
About the entrance problem |
Date: |
Mon, 28 Oct 2002 02:42:26 +0000 |
> From: David Philippi <address@hidden>
> Subject: About the entrance problem
> Date: Sat, 26 Oct 2002 20:21:28 +0200
> I'd opt for adding a global release rate modifier keys. If I remember
> rig= ht=20
> this feature was in the original lemmings too and if we go through with
> t= he=20
> plan to reduce the possibilies while in pause mode this becomes
> especiall= y=20
> important.
> I'd also like to have the option to control the speed of a level more
> fin= e=20
> grained then with pause and fast forward.
> A level should still define the starting and min/max speeds. If every
> thr= ee=20
> are set to the same value in a given level we'll have the current
> behavio= ur=20
> again.
As Craig Timpany pointed out later on, Fast Forward is just a different
version of Release Rate. I think this is a good thing because it allows
each entrance to have different release rates in relation to one another.
(Well, I had thought of a way of having entrance variable release rates
that players can "control", but this is simpler).
I like the above idea of having a "continuously" variable speed control.
This would basically get rid of the pause and fast forward buttons.
Unfortunately this type of feature brings back that ugly question of
"pause mode" not allowing a player to apply actions in one extreme or
pause mode being too powerful in the other. With a "continuously"
variable control, it is hard to stop a player applying actions in a
"powerful" way.
Hmmm. May be if the game is slowed down, action application is also
slowed down. During normal speed, a player can't physically actions
extremely quickly. So, if the game slowed down, slow down the application
speed as well.
I have absolutely no idea how this can be done at the moment. And don't
think it is simple either. Just a very vague thought that went into my
head...
Thanks,
Gervase.