Antistone wrote:However, there's a few parts that could use some touching up
Yeah, I wasn't really attempting to make an actual level that we might use in-game - I was just sort of showcasing the idea. I was originally going to make an additional component that would have been something like a firetrap that would allow passage for automatons but would kill a delver (which is actually what was supposed to prevent the unwinnable status on the bridge), but I didn't really have time to develop a solid way to make this feature, so I left it out.
Antistone wrote:So far, all level exits have appeared in both worlds, but this one appears only in the material. It might be a good idea to either make it consistent, or give players some clue as to why it's different.
I didn't follow through on stuff because I wasn't expecting it to be an actual level we would keep - however if people feel it is a good basis for an actual level, I can try to make the puzzle parts more interesting and flesh out the details.
Antistone wrote:The dispossession trigger bugs if multiple people dispossess automatons at once--all the automatons are moved to the same point. Should be fixable if you use "Triggering Unit" instead of "Casting Unit" after the wait.
Yeah, or I could just clean up the code a bit - I was being sloppy because I was rushing to get it done (I thought I might be able to finish before the contest started when I was working on that part).
Antistone wrote:-Automatons have no "Examine" message.
-The comment that claims to describe how to use Automatons is blank.
-It looks like the triggers assume that there will always be exactly 4 automatons available for possession--this should probably be generalized.
-Attempting to attack a Smashable Gate without possessing an Automaton gives an error about targeting trees--should probably be changed to something more appropriate.
Yeah, I'll clean these up, as long as people are happy with the addition. Sort of didn't want to go through the process of dealing with details if people weren't interested in keeping it.
Antistone wrote:When dispossessing an automaton, a Delver appears and dies--is there any reason this unit can't be hidden, to make this look smoother?
I actually tried using hide unit on the delver after it is created, but I think it created some issue with the other trigger, because when I tested it my spirit then ended up being hidden too (I only tried it once before switching back). Really, though, I was being lazy to finish it on time and figured I would use the existing triggers to short-cut having to reinvent the wheel to swap back to the spirit realm. There's obviously better ways to handle it; I'll clean it up as long as we are keeping it.
Antistone wrote:Also, what's the reasoning behind making automatons invulnerable when possessed, but not when dispossessed? What happens if a dispossessed automaton gets killed?
Well, the main reason is because I used the Possession ability and it wouldn't target invulnerable units (or maybe it will and I just didn't mess with the target types). However, I guess it might be an issue about a dispossessed automaton getting killed - I can mess with it and see about creating a fake possession ability or give it some status to prevent it from being attacked.
Antistone wrote:How difficult would it be to create other possessable units that work with the same system?
My intention was to make it easy to have multiple possessable units - in fact, this was going to be my system for creating specialized player units (if you remember my suggestion from last week's discussion about possible contests). Originally I was also thinking about making statues you could possess or whatever, but the war golem has that nice sleep animation that makes it very attractive to use for this. To answer your question, it is just a possession spell with a special target type (mechanical) so it should be trivial to adapt to new unit types.