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jellsprout
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Sunday, June 21 2009, 6:46 pm EST
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What crates should we use and what should they be like?
I suggest the following:
-Replace arrow crates with missile crates. Missiles are just more realistic, both with the firing mechanism and the destructive force.
-Replace boulders with barrels (especially if this will be in a more urban setting)
-Replace treasure chests with power switches
-Replace water tap crates and water crates with water switches

So we should have:
-Plain Crates
-Missile Crates
-Explosive Crates
-Gem Crates
-Barrels
-Power Switches
-Water Switches

The crates themselves should be divided in three parts:
-Fragile
-Regular
-Strong/Fortified
We have already decided what the differences should be.


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Quirvy
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Sunday, June 21 2009, 6:53 pm EST
  

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Wasn't it power boxes instead of switches? I still like that better, although I won't have too much of a problem if we decide to go with switches.

And I dunno how we'd do missiles destroying 1 only 1 crate if you're going for realism. But then again, arrows defy gravity in hatpc.

What about metal crates? Or are those strong/fortified crates?



spooky secret
jellsprout
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Sunday, June 21 2009, 7:00 pm EST
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Metal Crates are strong/fortified.
The missiles aren't strong enough to create a large blast radius, but strong enough to blow up fortified crates with a direct hit. But even with this realism, it is an infinitely better option than arrows.
I to be honest don't really care about power boxes or switches. In the end they do the exact same.


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Quirvy
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Sunday, June 21 2009, 7:06 pm EST
  

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The idea with power boxes is that you needed to use them like batteries when you got to the door, but power switches could work to. Although to give them the feeling of accomplishment, I think that some background lights near the switch should turn on upon hitting it, or something like that. Just background lights. Probably should be connected to switches in the editor, but that might be a bit complex.



spooky secret
jellsprout
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Sunday, June 21 2009, 7:10 pm EST
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Do we need any more types of crates?


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Quirvy
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Sunday, June 21 2009, 7:19 pm EST
  

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I think we should have some water container. Water switches only cover whether or not the water is flowing.



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Livio
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Monday, June 22 2009, 4:35 pm EST

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sounds good. but the whole thing of missiles brings back disturbing memories of arrow explosions killing me 1.509 seconds after hitting something else. I liked the idea of some form of laser arrow or something that vaporizes what it hits. and since it's a game it doesn't have to make complete sense so it can move slowly? nevermind...

If I had to guess I'll probably start making concrete progess on the new game around the end of July.
Quirvy
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Monday, June 22 2009, 5:15 pm EST
  

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Maybe we could do lasers...



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Livio
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Monday, June 22 2009, 5:29 pm EST

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or make a new tile for super fast lasers. might be interesting
jellsprout
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Monday, June 22 2009, 5:40 pm EST
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We can make the explosion of the missiles the exact length we (or actually you) want. There is nothing stopping us from letting the explosion last a single frame.


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Livio
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Monday, June 22 2009, 5:45 pm EST

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yeah I know. I just don't like the whole idea. but it doesn't matter, we could make it work anyway. Or we could come up with as many looks for arrows we want. Like an option that changes only the look and nothing else
Quirvy
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Monday, June 22 2009, 5:55 pm EST
  

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The animation of the explosion should last for more than one frame, but the effect of it, where it destroys things, could last for 1 frame. But I'd think it should last more.



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jellsprout
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Monday, June 22 2009, 5:58 pm EST
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First we should focus on the simple Stick Figure version. Start out easy before we move on to the big work. So no different looks just yet.


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Livio
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Monday, June 22 2009, 5:58 pm EST

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ok then.

I have a feeling that if we're going to use missles for arrows, then we're gonna also have to make another more-powerful tile where they're more like bomb-arrows.
jellsprout
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Monday, June 22 2009, 6:00 pm EST
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Nuclear missiles.


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canadianstickdeath
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Tuesday, June 23 2009, 1:35 am EST

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Lol, don't even bother with the graphics at all until you've got something working. Honestly, use for the character, and this for dynamite. That's what I've always done anyway. Just, once you get something working, then you make it fancy.
Sefro
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Tuesday, June 23 2009, 1:46 am EST

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Yeah, didn't we agree that we'd make some kind of functional prototype game first? Maybe we should concentrate on that before we get lost in another perpetual concept discussion.
jellsprout
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Tuesday, June 23 2009, 6:18 am EST
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Accel is the only one doing the coding of the game. He doesn't really have anything to do with the graphics. That is all my job. So as long as we both stick to our own parts, no progress will be lost at all.
And about the concept discussion, we need to let Quirvy do something, right?


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Quirvy
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Tuesday, June 23 2009, 10:55 am EST
  

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What are you suggesting I do, jellpout?



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jellsprout
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Tuesday, June 23 2009, 10:59 am EST
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Wear a tutu and perform the Swan Lake.
Seriously though, at the moment there isn't really much to do. I take care of the graphics, Accel of the coding. The basics for the game have already been layed, so not much discussion is required. The only thing you can really help with is discussing all the objects we will put in the game before I start designing them.


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