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Jatopian
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Chaco wrote:
Remember how, in AE, if you placed a gate diagonal to another gate they acted as the same gate? In JtRH they act as seperate gates. I think that's what is being talked about here.
I still want to see the ability to control individual tiles of yellow door even if they are adjacent.

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11-16-2006 at 10:48 PM
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Oneiromancer
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Jatopian wrote:
Chaco wrote:
Remember how, in AE, if you placed a gate diagonal to another gate they acted as the same gate? In JtRH they act as seperate gates. I think that's what is being talked about here.
I still want to see the ability to control individual tiles of yellow door even if they are adjacent.
Ugh. I don't. That sounds complicated, unintuitive, and simply not fun to play with.

Game on,

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11-17-2006 at 12:39 AM
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Jatopian
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Oneiromancer wrote:
That sounds complicated, unintuitive, and simply not fun to play with.
Not necessarily, not necessarily, no, and PUZZLE POTENTIAL.

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11-17-2006 at 02:19 AM
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zex20913
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Jatopian wrote:
Oneiromancer wrote:
That sounds complicated, unintuitive, and simply not fun to play with.
Not necessarily, not necessarily, no, and PUZZLE POTENTIAL.

Let's amend...

complicated to code (unsure myself, but why not throw it in there?), unintuitive to play by people who have played for 7+ years, and (this needs no amending) simply not fun to play with.

No. Just no to the puzzle potential. You can't even make a maze using this functionality.

I can't tell if you were sarcastic or not, so I replied as if not.

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11-17-2006 at 03:07 AM
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Doom
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It's possible in Wonderquest since doors are created in a totally different way, but I have to say that currently I prefer DROD doors because they're clearly more simple to add in the editor. More specifically, Wonderquest has a definable number that can be changed before placing a door. Each orb has a matching number, and is associated to all doors with the same one (though in most cases it's preferred to use only one orb per door or mouse-hovering only shows one target). Doors with different ids can be placed next to each other with no problem.

Of course, you could implement a drag-linking system for longer doors and everything else would be added separately without auto-joining (and separate doors could later be joined by dragging). I think it might actually work well. It's probably just not worth enough for adding when small variations of the area in question can go around the need for this.
11-17-2006 at 05:33 AM
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gamer_extreme_101
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I think I just found the hidden leak in Eytan's article, although I want to PM it to him in case I'm completely off-base.

Edit: Hehe...I was right.

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[Last edited by gamer_extreme_101 at 11-18-2006 05:02 PM]
11-17-2006 at 05:48 AM
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NiroZ
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I don't know about others, but I like the fact that doors diagonal to each other don't automatically merge. It allows you to create hinges. I would love to have doors that you could sit next to each other without joining, perhaps when holding down shift a door would not link to a previously placed door.
11-17-2006 at 05:55 AM
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Mattcrampy
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I also found something of note, but it took me a long while to reconcile it with the canon info available. Mr. Gamer needs to hustle, man!

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11-17-2006 at 02:05 PM
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AtkinsSJ
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...the amount of heating that floors can withstand before becoming structurally unsound...
Sounds like floor that gets destroyed by bombs to me.

Also, isn't it funny that everything gets more breakable through the various DROD incarnations. You'd think they'd develop better technology that doesn't break so much, instead of breaking more! :rolleyes
11-17-2006 at 06:51 PM
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DiMono
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Am I the only one who thinks diagonal gates may mean if you put a yellow gate on two diagonally adjacent squares, you won't be able to go between them any more? I seem to recall that being on the wish-list for a future DROD release.

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11-18-2006 at 02:15 PM
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Jeff_Ray...
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No, i'm sure it's like in the DROD AE. But it would ruin the backwards compatibility thing then. >_<

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11-18-2006 at 03:53 PM
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AtkinsSJ
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Unless diagonal gates are a seperate element.
11-18-2006 at 04:27 PM
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schep
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She has since advanced our understanding of such diverse fields as diagonal gate installation, ...

This is something they've known about for a while. IMO, the ability to install distinct gates which touch diagonally, as was already revealed in JtRH.

Also, sheesh, I don't really think there are spoilers hidden in every other word of these two leak posts. As far as I'm concerned, each presents a few details about one new game element, plus gives us an interesting peek into the workings of the Empire and DAA.
11-18-2006 at 05:07 PM
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Oneiromancer
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schep wrote:
Also, sheesh, I don't really think there are spoilers hidden in every other word of these two leak posts.
This is a correct assumption.
As far as I'm concerned, each presents a few details about one new game element, plus gives us an interesting peek into the workings of the Empire and DAA.
This, however, is an incorrect assumption.

Game on,

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11-18-2006 at 05:27 PM
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Mattcrampy
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There does appear to be several changes discussed, although I'm sure I've put obstacles on walls before so that's not one.

I'm still saying the significant thing in all of these is
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.

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11-18-2006 at 05:43 PM
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Ezlo
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Could you tell us why? I don't have as firm a understanding on the canon as you do.

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11-18-2006 at 07:05 PM
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coppro
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Ezlo wrote:
Could you tell us why? I don't have as firm a understanding on the canon as you do.

I believe the information you're looking for is right here. This is dated before Beethro returned to King Dugan's Dungeon.
11-18-2006 at 07:16 PM
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AtkinsSJ
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It's just an assumption, but I took the obstacles-on-walls thing to mean that the wierd graphics glitch with wall shadows going on top of obstacles has been sorted.
11-19-2006 at 10:37 PM
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