Apologies for necroposting, but this came up in chat and affects a hold I have in progress, nearly done, at the moment. Specifically changing the way suggested in the above post wouldn't actually break a puzzle per se, but would cause something that the room asks the player to do to alter things in a way that makes absolutely no sense with what's happening "
in story"
.
I disagree about timeclones being "
in sync"
with the player. It seems to me more like regular clones are just other bodies the "
current player"
controls, while timeclones are reflections of "
past states"
the player was in, which is why they can only do what the game "
remembers"
the player doing. With that interpretation it makes
perfect sense for old timeclones to retain the player role they "
remember"
being in before.
Part of the issue, I think, is that CPR (change player role) isn't something like a disarm token that happens in a specific, consistent way; it's a scripted event that could be triggered by all kinds of things. A tile could change player role if player steps on it, or if player double steps on it; or the script could change the player's role if they go North West Northwest Southwest in that order exactly and then wait six turns. Whatever "
change player role"
is checking for may depend entirely on player actions or entirely on timeclone actions, and either way it then changes the "
global state"
of the player.
But at the same time...obviously timeclones
already "
remember"
what player role they're in on an individual basis, or we wouldn't be having this discussion at all. So...if a timeclone "
remembers"
changing player role mid-recording, my intuition is that obviously it should change its role exactly at that same time in the playback, the same way it "
remembers"
moving north on a particular move. Meanwhile the actual player and regular clones only respond to "
real"
CPR commands.
But okay, let's hypothetically grant that that's impossible (because I don't know anything about the actual code at work). Then CPR behaving like a potion and halting recordings is perfectly acceptable as far as I'm concerned. It can be triggered in more ways, including by a timeclone or whatever, but that's basically always going to be true. If a timeclone pushed a player onto a potion while he was trying to record a recording then the timeclone would still be fine and the player's recording would be halted; I have no problem with CPR behaving the exact same way regardless of
what activates the CPR.
I don't personally see the problem with case 1/case 2 above if we go the "
like a potion"
direction. If I'm reading them correctly: Case 1 is "
a timeclone causes a CPR but didn't while recording"
(regardless of
how that happens), in which case my understanding is that the player should change roles and the timeclone stay whatever it recorded as; Case 2 is "
a CPR happens because of the player while a timeclone also exists"
, in which case the player should change roles and the timeclone stay whatever it recorded as. So...sure, they're indistinguishable but as far as I can tell their
results should be exactly the same anyway. Heck, I could
make case 1 happen without the "
changing where the timeclone steps"
part by just having the CPR-ing character check for DOUBLES only, so when the player steps on the tile during recording "
nothing happens"
but when the timeclone does the exact same thing and steps on the tile, the player's role changes. That kind of thing is basically up to the architect.
____________________________
109th Skywatcher
Here are some links to Things!
Click here to view the secret text
[Last edited by Xindaris at 06-26-2018 04:40 AM]