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New Features - Timers and ANTI-MATTER?

General chat and suggestions within the context of FC

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Re: New Features - Timers and ANTI-MATTER?

Postby lkjsafdhg » Fri Oct 29, 2010 7:35 pm

These ideas would just complicate the game more. Its hard enough for new players to get used to the game the way it is already.
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Re: New Features - Timers and ANTI-MATTER?

Postby joeshmowyaknow420 » Thu Feb 03, 2011 7:01 am

well how many people here have tried the prius version? i dig the solar panals but then the game resembles to much like a flash game ive played with motors and fuel but you control the machine. how about the designer gets to pic what items you can use in your contraption to beat the level made? i would definatly like more design controls over new items for players. or if the designer could make sets of levels the players have to beat. and if we did have an object add on lets make it sinple....keep closer to the origional and make an adjustable wieght. as small as a magnet or mass=size either or gimme some room on the playing field, lets say bigger design area......zoom+ zoom+ zoom-.... i like making levels that are fun for you guys to play...so add on to the level making...how about having different goals(multiple red goals) and multiple building areas i can place (along with a bigger building area...id pay $20 for that game let me know what you think and oh yeah....check out the levels i made...youll be sure to like em
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Re: New Features - Timers and ANTI-MATTER?

Postby mpthomps » Fri Mar 04, 2011 5:37 pm

Multiple building areas and goals! That is the best idea. Keep FC simple, though. I don't like the timer thing. Interesting idea, but it would lead to more and more tools and eventually we'd just be playing Incredibots. I make my own timers out of tiny water rods and wheels, or other ways. Keep it simple.

More badge possibilities would be a good way to add to the game without adding new tools.

Home Champion- goal object returns to and stays in building area after solve.
Under 20pcs/Under 10pcs/Under 5pcs- make specific badges for low piece counts.
(Same for ticks)

Also how about making non-yellow pieces that can be used for level creation that don't need to be cleared for a sweep badge. I'm thinking about Balance Beam 2. I hate when a sweep is impossible.

Or how about pieces that you need to keep in the zone for a badge. I made a level where I said "don't get a sweep." Would have loved to require that all the pieces stayed in the zone.

The Battle of Red and Blue
http://www.sparkworkz.com/fc2/index.php?levelId=16946
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Re: New Features - Timers and ANTI-MATTER?

Postby darkeagle » Mon Mar 28, 2011 5:31 am

Bottom line: FC should, and will, stay simple. There's no reason to add tons of gimmicks that will be rarely used. The most that needs to be added are modifications to things already in-game, like multiple build and goal areas.
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Postby hahaho » Fri May 20, 2011 9:19 am

Afronanny wrote:I like the idea of timers, but I'm still not convinced by the anti-matter.

An easier way to implement the timers (in my somewhat educated opinion) would be instead of unlinking all the joints when the timer reaches zero, would be to simply delete the timer. It would seem that unlinking each object connected to the timer would take much more code for an option (preserving the actual physical timer) that doesn't provide too much to the gameplay.

The anti-matter is a decent idea, in it's goal at least. The idea of a timer that relies on physical events rather than a set time is awesome, but there are already many ways to accomplish this, one of them being magnets. If you can convince me that anti-matter is a better manifestation of that goal, I will gladly support it. However, I remain skeptical.

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Re: New Features - Timers and ANTI-MATTER?

Postby hahaho » Fri May 20, 2011 9:21 am

I agree with anti-matter and timers
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Re: New Features - Timers and ANTI-MATTER?

Postby darkeagle » Tue May 24, 2011 12:56 pm

Why?

Should we make FC incredibly complicated, thus destroying the the theme of simplicity it was meant to have?
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