(1:08:33 AM) geoo: I think Simon was gonna start a QL discussion topic sometime, he hasn't done so yet though
(1:09:04 AM) rt: lazy penner
Here is the thread. :-) The latest featue change for quantum loop was to not erase assigned skills even when a group is replayed. This change raised several questions about whether it was good or bad, and what else to change for best usability.
The decision must depend on what QL should be about. As I see it, there are only two possibilities:
- Different groups may do anything and depend on each other in any way.
- Groups may only depend on earlier played groups, not on those played afterwards.
Note the game allows cyclic dependancies already: Play group A, then B which depends on A, then A again and repeat its earlier actions, while adding stuff that depends on B, and so on. But then again...
rt: playing all at once makes it easy to create a solution in which groups depend cyclically on each other, which was not the intention of QL. each group only needs to be played once in isolation. part of the QL challenge is that groups cannot react to other groups, you have to plan ahead
Simon: But it's possible to do it already.
rt: it's not encouraged
If the groups shouldn't depend on later played groups, then the current mode allows too much. For the second way from the two-item list above, features must be taken out from the current game:
rt: perhaps that intention should be made clearer, you can suggest ways to accomplish this
Simon: I know one :)
rt: awesome!
Simon: But I fear you're going to implement it.
rt: hahaha, i surely will
Simon: You must make it impossible to replay a group without erasing all the groups, and in addition store the locations of each morph assignment. If the later groups alter the position of the morphs given to the earlier group, reject the solution. Then savestates must remember the total information and not just jump around the time of a single group.
rt: do you think there should be a message during play when a previous morph is in the wrong location, such as "The <color> group's actions have altered the <other color> group's morphs! Solution rejected." and end the level right there?
Simon: Yeah. Warn the player early.
rt: then just replaying a group doesn't need to discard other group data, only when a morph location is off does it need to reject the current playthrough
Simon: Hmm, I should ponder that for loopholes, it sounds safe at least.
rt: yeah, ponder and propose in a thread.
It doesn't have to be as radical as this, as you don't have to erase all the skill assignments. If you replay a group, it's enough to erase all skills from that one and any later group; you don't have to erase those of even earlier groups.
The point of this thread is to decide on the greater idea/purpose of the Quantum Loop mode, and afterwards do usability on how to implement that idea properly.
Present opinions: It should be obvious that rt's all for non-cyclic dependancy, and he's likely the person who put most thoughts and work into both levels and the engine. All levels in the singleplayer mode are solvable without cyclic dependancies.
My view is that prohibited cyclic dependancies are a bit unnatural: until now, levels are always failed by losing clones due to physical separation from exits/other goals. There can be cyclic dependancies in any other game mode as well. Just dividing the skillset between clones is a great, simple, elegant idea already. Even though this idea may be implemented in a future game mode, I'd rather make the present gamemodes most enjoyable before adding similar additional ones. Errors in a non-cyclic dependancy implementation may lead to larger portions of the work to be redone.
-- Simon