Simon wrote:Then you should also offer to play all groups at once
As awesome as that capability would be from the player's POV, I'm guessing that something which breaks the whole concept behind quantum loop probably won't be happening anytime soon.
--------------
It turned out I dabbled a little in the editor last night with quantum loop levels, and in the process I actually have something to add to this thread related to that:
#12: The "sync group" option in the group settings dialog becomes quite a hinderance in setting morphs for quantum loop levels. Right now I think that option is always on every time you go into the editor (this includes exiting from playtesting the level I think), until you explicitly deselect that option, and then make a morph change without switching to a different group (otherwise as soon as you switch group the option comes back on again). It's easy to forget to do it and then you mess up the morph counts in your quantum loop level.
I think the "sync group" option is really only for multiplayer levels, and it would probably make sense to build in some smarts so that instead of defaulting to the option always turned on whenever you go into the editor, it should be on only if you go into the editor and the level being edited is a multiplayer level. It could also be turned on whenever you change the level from singleplayer to multiplayer (and probably good idea to turn off when going the other way, though much less likely).
#13: as a Test Mode option during playtesting, it might be good to allow control of all groups for quantum loop levels when Test Mode is enabled, to reduce some of the hassle involved in playtesting QL levels. It is acceptable in this case that the moves made to the nonactive groups are not recorded anywhere and are forgotten when level is restarted.
On a related note, TestMode-only moves (ie. adding a clone, dragging existing clones) probably shouldn't be recorded for quantum loop levels. Although this can also be partially solved also by proper action replay support (ie. ability to cancel future morphs from previous playing of the group).
#14: it might be good for the editor to automatically set a newly added beaming pad (exit) to "Exclusive" when the level is a QL level, as that is usually the intention for exits in QL levels.