Properly support gameplay forks, including a fix for the fake deathbomb quirk #38
Labels
Enhancement
New feature or request
Gameplay
Modding
~>1 push
Projected number of pushes needed. Might turn out to get more expensive!
The gameplay community is very interested in fixing the "fake deathbomb" quirk introduced in version 1.005: Visually, it might seem as if Shuusou Gyoku had deathbombs, but bombing shortly after getting hit won't in fact prevent losing a life, as such a bomb will be counted as a regular one on the next life. Version 1.0 did not have this issue, as it simply blocked bombing during invincibility periods.
However, since the issue fulfills the definition of a quirk, fixing it would create a replay-incompatible fork of the game, together with a new competition tier. But since we have source code, it's actually viable to introduce such a new tier by handling it as transparently as possible: A player should always know whether they're playing the original variant or our fork, and replays should come with a built-in indicator of the gameplay variant they were recorded on.
Since we're already distinguishing, we might as well provide both behaviors in the form of a switchable option. This will allow players to continue competing in the 1.005-compatible "fake deathbomb" tier while still getting all the technical improvements of our fork. And since we're already designing a new replay format, it also makes sense to directly build it in a way that can support mods. Heck, we might even use this to add a full-on "1.0" mode, in order to both preserve the difference between 1.0 and 1.005 and allow players to compete in this easier variant of the game.
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