Post by Tomalla on Oct 18, 2021 7:23:14 GMT -8
I've recently picked up an interesting idea of adding support for speedrunning Gruntz and I'd love to see the community get involved as much as possible in this project. Who knows, maybe the game will get more attention this way? My general/initial idea is:
I'm fairly new to speedrunning in general so I'm just learning how other speedrunning communites go about solving some of the problems and challenges. Therefore if anyone participates in other speedrunning communites, their knowledge is much appreciated here!
In the meantime below are my suggestions:
Categories
I see the following possibilities for categories:
All of the above would come in two flavors: Any% (i.e. no PERFECT score) and 100% (i.e. with PERFECT score).
And yes - a full-game playthrough looks like it's doable - a PERFECT run can be done definitely under 11 hours (I've summed up times from the stats pages for standard levels at the forum).
I believe that anything glitchy shouldn't be allowed in the run. So no super springs for example (i.e. jumping three or more hole tiles in a row due to the routing error) for example. However there might be some non-standard game mechanics which might be allowed. I'll get into that once I come up with some good examples.
Also I think that saving and loading game state should be allowed as long as it all happens within the same level and no save slots from different levels/runs are used. It's way to easy to get squashed by anything to prohibit that.
We would also have to specify which Gruntz versions are we supposed to allow (do I remember correctly that the unpatched version doesn't allow PERFECT score for some levels?)
Timing
For individual levels I suggest the following:
I've created a script for the AutoSplitter that detects the above starting and ending conditions and so the player will not have to bother operating the timer manually - it'll be all fully automated.
For full-game playthrough the general idea would be the same. However there's a question what to do with intervals between entering a fortress and starting the next level. Should these count towards the speedrunning time or not? Or perhaps they matter so little to the overall playthrough time and/or PC performance (i.e. slower and faster level loading times) that it should be ignored by us? I put that to debate.
Also there's yet another aspect when it comes to time in general. The game itself has a built-in timer which is visible on a stats page upon completing a level. It can surely make for some interesting challenges however I know too little about how the in-game timer actually measures time (for example does it pause with the game? What about alt-tabbing? Loading/saving save slots? etc.). I'm also afraid such timer would turn out to be too unreliable to be used in speedruns. But it's something worth thinking about in the future perhaps.
So what do you guys think? Cheers
- add Gruntz to the speedrun.com database
- come up with categories and rules
- determine how the time should be measured for these categories
- upload some initial speedruns with accordance to these categories and rules
- moderate leaderboards at speedrun.com
I'm fairly new to speedrunning in general so I'm just learning how other speedrunning communites go about solving some of the problems and challenges. Therefore if anyone participates in other speedrunning communites, their knowledge is much appreciated here!
In the meantime below are my suggestions:
Categories
I see the following possibilities for categories:
- every individual level (32 levels + 4 training levels + 1 secret level)
- speedrunning individual worlds (is it really worth it?)
- full-game playthrough at one sitting (should it start with the first training level or the first Rocky Roadz level? It also would have to not include the secret level for obvious reasons)
All of the above would come in two flavors: Any% (i.e. no PERFECT score) and 100% (i.e. with PERFECT score).
And yes - a full-game playthrough looks like it's doable - a PERFECT run can be done definitely under 11 hours (I've summed up times from the stats pages for standard levels at the forum).
I believe that anything glitchy shouldn't be allowed in the run. So no super springs for example (i.e. jumping three or more hole tiles in a row due to the routing error) for example. However there might be some non-standard game mechanics which might be allowed. I'll get into that once I come up with some good examples.
Also I think that saving and loading game state should be allowed as long as it all happens within the same level and no save slots from different levels/runs are used. It's way to easy to get squashed by anything to prohibit that.
We would also have to specify which Gruntz versions are we supposed to allow (do I remember correctly that the unpatched version doesn't allow PERFECT score for some levels?)
Timing
For individual levels I suggest the following:
- at the beginning of each level there's no player Gruntz, the level goes about its own business and the big message "Click a mouse button or press any key to continue..." flashes on the screen. The timer would start the moment the player closes that message and Gruntz of the player start teleporting in.
- the timer would end once the Warpstone Grunt enters the King's fortress and the victory chants ensue.
I've created a script for the AutoSplitter that detects the above starting and ending conditions and so the player will not have to bother operating the timer manually - it'll be all fully automated.
For full-game playthrough the general idea would be the same. However there's a question what to do with intervals between entering a fortress and starting the next level. Should these count towards the speedrunning time or not? Or perhaps they matter so little to the overall playthrough time and/or PC performance (i.e. slower and faster level loading times) that it should be ignored by us? I put that to debate.
Also there's yet another aspect when it comes to time in general. The game itself has a built-in timer which is visible on a stats page upon completing a level. It can surely make for some interesting challenges however I know too little about how the in-game timer actually measures time (for example does it pause with the game? What about alt-tabbing? Loading/saving save slots? etc.). I'm also afraid such timer would turn out to be too unreliable to be used in speedruns. But it's something worth thinking about in the future perhaps.
So what do you guys think? Cheers