mrimer wrote:
5. Beethro level start placement constraints. Under Beethro, allow only: floor (nothing on top of it), trapdoor, door (any type closed/open). Under Beethro's sword: nothing that can be hit by a sword (orbs, monsters, crumbly wall, tar). We don't like the business of putting Beethro in the middle of something at the level start when it would be just as simple to design the room to put him in that state later. Like if you wanted Beethro to drink an invisibility potion, the path he must take could force him to drink it. So why confuse the player?
I'll concentrate my point on the last specific issue you raise here, since Eytanz deals with the general point better (and far more concisely
) than I could.
Why would the player be confused? He'd hear the potion sound, he'd see the potion 'shadow'. A level designer could leave a message by the starting square, to explain his circumstances, if it were felt 'orientation' were necessary (IMO it would not) And allowing for immediate potion consumption upon entering a level or room, would allow puzzles to be constructed around it, that would not otherwise be possible. It works now, it could be used now without any 'bad' in-game consequences, why change it?
The invisibility potion is equivalent to a 'stealth' feature. Basically, the idea is to traverse the map completely undetected, as much as is possible. Sneak around and up on your enemies, and backstab them. If you consume a potion immediately upon entering a room, you can do that. Sneak around the entire room, without any of the creatures being any the wiser, except when it's too late. This could be very difficult to do. You'll have yourself a 'pure' stealth puzzle, and that has a great appeal to me (the single FPS that has most engaged me is Thief, an entirely different, more cerebral experience than anything else I've encountered in the first-person action genre) If the first turn or turns are spent with creatures able to detect Beethro, they will move in, and the ever so careful placement of those creatures will be ruined - the traps sprung. Of course I've not designed such a room yet, nor do I know if it would work so well in practice as theory, but then of course there's not much point when you preclude the possibility, for IMO no good reason...
Oh dear, and I'm not finished yet. Sorry...
Perhaps you should leave the level designers to do the designing, according to their own creative and intellectual whims, by allowing for (rather than specifically preventing) game features interacting with each other in interesting ways. Of course restrict obvious things (orbs shouldn't have anything placed on top of them, though it'd be nice to place them on e.g. trapdoors or pits, to enable better map art construction, or screen edges, where space is short, relying on the designer to prevent entrance to the room on that square) or stuff that would be more trouble to fix than avoid (the snake placement bug for instance, for which I'd still prefer a better fix than that proposed, in order to allow for e.g. timed access to potions)
The rooms which rely on awkward, limited gimmicks at the expense of good design will become tired, and known for what they are. Perhaps I'll even be responsible for some of them (I admit this possibility) purely in the interests of experimenting with the engine to see what works and what doesnt. The truely good puzzles with intuitive, well designed solutions will still stand out. There'll just be less of them