Closed rr- closed 2 years ago
Why do you think people should be made aware of these items? The only relevance would be for speedruns, where item counts per level established by the community would count.
I think you got my message backwards. My goal is to make any extra items that people cannot obtain or often even see without TRView, not appear in the game stats. Or if they need to appear, make it clear that they're not normal items.
Currently we just display everything as it appears in the level files which sometimes is wildly different from what the player can actually collect.
As for why – if I play a game for the first time and it says "items: 15 of 16", I expect this to be my fault. If I play the game again, can't find the item and then I look it up to find out that it's the game's fault, I'd think poorly of the game.
Oh so you want to actively substract those? I think that's a good idea.
But be wary that speedrunners have worked out ways to obtain quite a few of these.
There is a section in the readme that explains that the end of the level counters aren't 100% faithful due to unobtainable items or inaccessible creatures.
That's nice, but I don't think many players will read it. We can do better, which is especially important in the context of the upcoming #469.
I propose to add a delta value in the gameflow for each level,
obtainable_kills
andobtainable_items
, that defaults to 0, but for the levels with unreachable items, it's set to adjust the values to ones that casual players will understand.So Midas:
"unobtainable_items": 1
Atlantis:"unobtainable_kills": 4
Then we could subtract these values during the stats screens.
This way level builders will never have to hardcode their item counts, and we only make an exception to broken levels.
We could also display the total amount in brackets, as in
Midas ITEMS: 15 (16)
Note that these numbers are completely made up, I didn't look up the actual stats at the time of writing this.