AlefBet wrote:
Yeah, a player can restart and play the room again, but they don't have to, and I'm certainly not going to force them to. (In the extreme, I certainly don't want to invalidate all checkpoint progress just because someone has mastered the hold. Nor do you, I think.) If they choose not to restart the room, what is the correct state for this "master walls are down" flag? It depends on what you mean by it or what it's used for. Which brings us back to "what is this solving"?
Well, the last question is, I guess, part of the discussion, but we can get back to that. The only checkpoint progress this would invalidate though would be checkpoints in the same rooms as Master Walls. That's a pretty small subset. Further, it only becomes a problem when you both (1) want to go through the Master Wall after restoring from the checkpoint and (2) it's tedious to go through the room again when starting. Which cuts things down even more. Furthermore, restoring from the checkpoint and then reseting the room doesn't delete the checkpoint save, and if you really wanted, you could save again with the Master Wall down.
Personally, I'd hope that all of the above weren't strong issues or in lots of holds, but if they are, that's certainly something that could be brought up.
AlefBet wrote:
Good question, and I tnink it's quite related to what I posted. What is the problem that is occurring here that we need to solve? I don't see what it is, and since you do, maybe you can explain it in a bit more detail.
Well, I didn't make this topic and wasn't planning to, because I'm ambivalent about Master Walls themselves becoming puzzle elements or used in highscores. I am a little concerned that at the moment, DROD has to sort of 'guess' whether a Master Wall was up or down in demos (and thus saved games), based on whether the player is 'successful' in his move or not. At the moment, it converts anything it deems to be an 'unsuccessful' bump of a Master Wall into a wait. This isn't working with a particular new combination when there's a Mirror on top of the Master Wall. (Yeah, I know, who puts Mirrors on top of Master Walls?) As a result, it's possible with this element to create a demo that DROD thinks is "
corrupted or from another version of DROD with different gameplay behavior."
Now, isolated, this can be fixed. It does, however, seem like a roundabout way for demos/saved games to understand Master Walls. I mean, we can certainly hope that if that issue with Mirrors is fixed that we'll never have another problem with Master Walls ever again... but should it be this way? And if not this way, how could demos understanding of Master Walls be improved so they don't have to "
guess"
? (On another note, this isn't about the highscorability of Master Walls - that's more a decision made explicitly by the spider, as I understand, and not one I'm going to argue with)
Anyways, like I said, not quite strong enough for Feature Requests - in my opinion, I'm not sure exactly *what* would be the right request, so the discussion route seems more sensible. Still interested in what unique uses Master Walls have been put to use though, which could be an interesting topic in itself.