Thanks for the information, it's good to learn more.
Something I just noticed: DC2 has 2 landmines, 'land mine' and 'land mine (DC style)'. Does this mean that the latter comes from DC1 and the former from DC2? Or that the latter comes from DC2 and/or 1 and the former is an RnD-only alternative?
Anyway, asking more about some of what Holger said:
Unfortunately, the "main" R'n'D engine does not suppport everything anymore, as I did not want to implement those various new game elements (like cows) or techniques (like optional diagonal movement for the player) from the GDash engine to the R'n'D game engine anymore (which is really complex and buggy enough in its current state). (Not to speak of all those Mirror Magic game element, which do not belong to the whole "R'n'D game genre" anyway.)
Maybe the RnD engine never did support 'everything'?
For example, without going through all versions of it to prove my statement, I assume it never implemented EM horizontal wraparound.
And, when playing the original BD levels in it, I was always struck by how different the bonus level with the big block of fireflies behaved, from in BD (at least the C64 version). i.e. instead of a fearsome big 'blob' they broke up and moved individually.
Also I bet that some of the Supaplex configurable aspects have no equivalent in the RnD engine, hence, the RnD engine never fully implemented Supaplex, but rather an approximation of it.
Mirror Magic engine, well I used to think it would be great to fold it within the RnD engine, and somehow have a combination of McDuffin and lasers and elves and all the other elements running around (after all PacMen are already in both), but that seems well impossible.
I used to think that the RnD engine should be a superset of the other engines, but I no longer think so. I would like to see/help it develop further in its own direction, and leave the EM, Supaplex and Boulder Dash engines for the purists.
It is special because no other engine offers such a multitude of possibilities, thanks to :
256 CEs, with Ref Els to help
32 GEs
novel elements, non-CE or GE:
- mole, pig, penguin, dragon, satellite, pacman, dark yam yam
- conway's game of life and (especially) biomaze
- speed pill, time orb, lamp, black orb bomb, dynabombs
- doors that don't need space on the other side of them in order to be able to go through them (with key)
text elements (first set of which are also found in EM engine)
Also could include all the elements from DC2 and DX Boulderdash which as far as I know are implemented in the RnD engine, and no other.
My fear is that the RnD engine will have fewer and fewer users over time, and thus fewer and fewer reasons to update it.
So, I hope I'm not being presumptuous, but I have got a draft list of ideas to enhance it with some killer - or at least notable - features. I have already written in another post about the idea of adding 'true diagonal movement' * to the RnD engine, as well as 'diagonal snapping', the latter of which would be a point of difference for the RnD engine, vs the BD engine.
* I think that true diagonal movement already exists in the RnD engine, inherited from EMC; that is, in the movement of the android element. Obviously this is quite different from true diagonal movement for the player.
Nevertheless, I did think about this idea since many years (and it would be quite easy to implement): Offer (via setup) an alternative set of element palette sections in the level editor, like "walls", "gems", "monsters" and so on (somehow similar to how it was done in old versions of "Diamond Caves"; not sure if it still looks that way).
Yes please! Anything, no matter how big or small, would be welcome. Additional ways to sort would be great, and so would be some way of filtering, or finding within the palette. Being able to sort A-Z by element token or by element description would be fantastic.
p.s. Would you agree with this statement? - The palette both sits above the game engines, and is affected by them.
"Is affected by the game engines"
- If I switch from RND to EM or BD, the available sections reduce, or change completely.
"Sits above the game engines"
- If I build a list of elements in the config file for the MY section of the palette, this is unaffected by changes of game engine, and I can add whatever element I like, wherever it comes from. Of course adding to the level is one thing, and element behaviour when the level is played is another - most elements from other engines behave like normal wall, and we are lucky if their graphics display properly.
In fact, what I wrote above really applies to the level editor, rather than the palette; you can get any kind of element into a level by all sorts of means, eg copying from another level, or from the forum, or by the Enter Text Elements feature, and no checking is done for compatibility with the selected game engine.
I wouldn't like to see this change; I guess I'm writing this to say that I'm very happy with the flexibility that the level editor currently adds, and I would hate to see future enhancements take away from this.
regards
John