lexys-labyrinth
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the remaining unimplemented custom elements
Was in the original 'palette':
- Thin toggle wall/one-way wall (conceptually easy to implement, but I never looked into how alternate thin wall types ought to be encoded)
- Chuck-style Heart Socket (iirc eevee got it working but wasn't sure how to graphically 'hint' that it would work in this alternate way)
- Ghost Block (not sure how it mechanically works)
- Log (needs graphics, and also needs a lot of edge cases defined - basically it works like in A Monster's Expedition, but that probably leaves a lot of edge cases, and also questions like, should anything act like stumps, should z-level stacking be possible, can you get enough height to climb over things, how should rafts work, etc)
Miscellaneous other ideas:
- Iceberg (would go on the hypothetical 'vehicle' layer - acts like ice if you step onto it from the land, but can be pushed around if you're in the water. Would need a lot of coding and maybe some edge cases figured out. I had some ideas for other vehicles, like the 'anti-block' which is solid only to blocks and carries items/players around when moved, the 'flying carpet' which safely carries a player ignoring any terrain under it (and would need a way to get off of it), the 'raft' which would move with you and protect you from the water under it and you'd disembark by stepping out of water) * https://discord.com/channels/343036755999457281/350042613254062091/755924770956247152 )
- Toggle Block ( https://discord.com/channels/343036755999457281/771512221560995850/796581846170992640 )
- Shark (I actually implemented this but it turned into a giant grab-bag of miscellaneous features, and I have no idea if that's actually a good idea) ( https://discord.com/channels/343036755999457281/771512221560995850/798458568969682944 ) ( https://github.com/Patashu/lexys-labyrinth/tree/shark-and-such )
- Poison Candy (the one good application of the discarded Item Lock; pay the cost or divisor of a candy to enter its tile, and if you can't you die)
- JSON Drewlo's ChipsMMO style Leaves and Dash Floor, which change player movement cost to 5 tics/3 tics while leaving anything else the same (interesting because they create tiles where you move faster or slower than enemies, maybe changing your ability to maneuver through them)
- Fans, Wind and Lasers ( https://discord.com/channels/343036755999457281/771512221560995850/818033062079496202 )
- Mystery Tile, that replicate CC1 illegal tile shenanigans ( https://discord.com/channels/343036755999457281/771512221560995850/817894784894631976 ) (partially implemented here but low confidence, no idea what all the edge cases should be or how it should be sprited https://github.com/Patashu/lexys-labyrinth/tree/shark-and-such )
- Grass: Blocks rovers, tanks and blocks, turns to fire when fireball passes over it ( https://discord.com/channels/343036755999457281/771512221560995850/817904803442196531 )
- 'Ring of Wall-Walking', but you can't walk through floors, and it vanishes when you drop it ( https://discord.com/channels/343036755999457281/771512221560995850/818270804991148063 )
Current state of these:
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One-way wall — Already implemented. I think this is actively good because it allows setting up "you must press this button when you pass" contraptions that are clunky or impossible to do with CC2 tiles. (Using force floors is tempting, but the player could just move back onto the force floor to press the button again.)
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Thin toggle wall — I have art for them, but I'm not in love with them. I don't think they buy anything you can't get by just using a normal toggle wall. Levels can be 100×100, man, it's not like we're short on space.
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Alternate heart socket (automatically opens when the last heart is collected) — Yeah, art is a problem. I'm on the fence with this one; it seems like it has limited use, and I suspect the uses it does have can be emulated well enough with doppelgangers.
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Ghost block — I do not remember what this is lmao
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Log — I do like that this introduces new block-pushing wrinkles, so I think it'd be nice to have. Probably not most of the AME features, though; just pushing it one way to roll and the other way to, uh, thunk it around.
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Raft / Iceberg / Flying carpet — I did a quick and dirty proof of concept of the raft, and it's okay. It doesn't look amazing in action, just because of how CC renders, and I think that would be a problem with every kind of vehicle, and honestly that has dampened my interest. I'm on the fence now, especially since I don't know that this adds anything over surrounding a body of water with no-flippers signs.
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Toggle block — Ah, right, toggles between block and monster. I was wondering what the hell the green box and ball I'd sprited were. I'm into it, though I don't know what exactly the movement should be, and that seems fairly critical.
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Shark — I feel like I like the idea of the shark but now I can't remember why I didn't merge the branch??
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Poison candy — I don't really like the idea of an item that only exists to take away what's ostensibly a bonus. Counter-proposal: the toll gate, which is like the item lock but persistent. That would cover the poison candy case, and it would add a new interaction that's not "yet another kind of door" — even a toll gate on top of a key is different from anything currently in the game. It would also allow creating a "door" that functionally only takes the skeleton key.
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Leaves / Slower dash floor — Ehh. That seems like a very minor adjustment, and even the speed boots are already hard enough to use that they only appeared once in all of CC2.
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Fans — I think this only works if it can push actors without changing their facing direction. Could be very cool if it does, but that's a fairly fundamental assumption to change. Plus this would introduce monster movement overriding, I guess, since you don't want to just make a big pile of monsters?
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Lasers — Obviously extremely cool. The one thing about lasers that makes me hesitate is that it's not entirely clear how they would interact with existing elements, but maybe that's just a matter of sitting down and thinking about it. Also it would be cool to rotate fans/lasers but it's not immediately clear how you'd do that, and they probably shouldn't be actors since they would presumably take power? Unless they're actors that just work if there's any power on the floor beneath them??
Another possible drawback is that lasers would require at least two more kinds of tiles that really only interact with lasers: mirrors and some kind of laser catcher. CC is a game about interactions so that seems like it would be, I dunno, suboptimal.
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Mystery tile — Extremely bad. CC already hides a ton of information. I don't think we need yet another mechanism for it.
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Grass — Cute. Drew it, implemented it.
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Phantom ring — Presumably you'd be on a floor when you picked it up, so I'm tempted to say it vanishes as soon as you exit walls? Also I think it would be very interesting if you were allowed to walk through blue walls with this, even fake ones.
Other things that have crossed my mind:
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Cart — Raft for tracks; allows bidirectional movement, and automatically pushes/pulls adjacent carts. It seems cute but, eh, I'm lukewarm on raft already, and this has the same problems, and tracks are already a big god damn mess...
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Burr — A block that's pulled automatically. Unfortunately I can only imagine it would turn to spikes in water, which the player can't walk on, which makes it somewhat less useful. The alternative is a sticky block, but then... that... would turn to slime in water...
Ah! Just occurred to me that you can sort of require a button press when crossing between two areas, by putting tracks on either side of the button. I say "occurred to me" but I saw it in a CC2LP1 level.