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Add method to "invalidate" target time

Open Rusty-Box opened this issue 1 year ago • 8 comments

By adding a secret exit, that is not close to the actual goal but rather hidden earlier in a level it can make it a bit too easy to beat certain target times. A level with a target time of 60 sec. that has a secret exit in the middle, for example, could be beat in 30 sec. easily, if the player is aware of said secret exit.

One way to circumvent this would be to add a method (via script for example) that "invalidates" the target time of a level playthrough. Another way would be to add a new ending sequence for the sequence trigger that is a variant of the normal ending sequence but it will not accept your target time, labelled something along the line of: secret end.

Rusty-Box avatar Sep 07 '23 10:09 Rusty-Box

This is such a non issue imo. "A level with a target time of 60 can be beaten in 30" - so? It's just a skip. There are plenty of levels where they can be beaten way beyond the target time. And iirc, this currently only is the case for one level, icy valley.

Alasdairbugs avatar Sep 07 '23 11:09 Alasdairbugs

I think that will be fine if it's properly indicated as I think having the level time not count sometimes might be confusing for the players.

bruhmoent avatar Sep 07 '23 11:09 bruhmoent

And iirc, this currently only is the case for one level, icy valley.

It is two actually. v0.7 has another one in "Living In A Fridge" EDIT: Not to mentioned the levels coming for v0.7 forest world!

It's just a skip. There are plenty of levels where they can be beaten way beyond the target

There is a difference between minor skip to get a couple seconds ahead, a shorcut and ending a level halfway through rather than actually playing through it fully. With a shortcut you still end up in the main exit unlike a secret exit that does not

Rusty-Box avatar Sep 07 '23 11:09 Rusty-Box

I think that will be fine if it's properly indicated as I think having the level time not count sometimes might be confusing for the players.

Hence I do prefer the sequence trigger approach. Plus it would be marked by the secret exit goal post, which is blue.

Rusty-Box avatar Sep 07 '23 11:09 Rusty-Box

Huh.

Seriously that all i can think of when looking at this. Just "huh". Like i get why it would be there, but i dont ever see myself using it.

tylerandari13 avatar Sep 07 '23 18:09 tylerandari13

This feels like a really "it's up to the level designer" kinda thing

MatusGuy avatar Sep 18 '23 13:09 MatusGuy

I've thought of a better solution

I find it weird to simply just invalidate the target time. Instead, we could formalise secret exits much like how we formalise secret areas. Instead of the level ending with the usual statistics and time displayed, perhaps a:

  1. different anthem can be played while ending the level
  2. text appearing saying "you found a secret exit" or something along those lines
  3. the level fading out, and a cutscene on the worldmap either zooming in or camera centering onto the path that is unlocked by the secret exit.

I think this will make them more rewarding, unique, and avoid having to have the target time being invalidated or whatever. If its a secret exit, it should be treated specially as such. Thoughts?

Alasdairbugs avatar Nov 13 '23 16:11 Alasdairbugs

Hell yeah, I agree with @Alasdairbugs that this would be awesome. @Rusty-Box what do you think?

tobbi avatar Mar 30 '24 01:03 tobbi