Task T The wikitext editor will be officially removed next week, on the normal deployment train i. This has been discussed since at leastwas planned for at least three different months inand is finally happening.
From Greg - A bit later From Greg - A little later From Greg - Later still From Greg - Even later From Asher Yeah I hear you, dude.
I was kind of thinking the same thing. It's super clear and metaphorically sound if we go the pure argyle route. And it's probably super tricky to get food looking appropriately delicious inside of the square limitations. And there's no good way I can think of to animate the foods coming together.
I feel like argyle should be our Main Thing. We can get clever and stuff in certain skin packs, but sticking to these attractive patterns will be super strong and, almost as importantly, super fast. From Greg updated argoyle and introducing poundstooth, a bit rough and from the hip but he's here.
From Asher Blah sorry for the radio silence. I'm sort of a little overwhelmed at the moment with a bunch of different projects and trying not to be a social shut-in. Admittedly all of this is self-inflicted. The current plan is to finish my current Ardunio project before I leave for Europe this week with the family.
I'll bring my laptop with me, but I probably won't get much done while I'm there. I get back around new years and that's when I want to kick Threes production into high gear. Is it crazy to try to be feature-complete by the end of January?
We don't have many features! In fact I'm going to list them all right here: Puzzlejuice Cross-Promotion And then we can spend February fixing bugs and adding skins or whatever juice we can think of.
Okay and now feedback stuff: I totally think we should add some preview hey-this-block-is-going-to-merge-and-this-block-isn't feedback to the swiping.
But we shouldn't go through the whole rigamarole of totally merging and spawning the new blocks until they confirm the action.
Mainly because the player shouldn't know where the block spawns before they take the action. And if the player can find out by half-swiping, then the optimal tactic would be to half-swipe in every direction before taking a critical move, which doesn't sound fun Super dig the blocks spawning in through those bars.
It's way more elegant than sliding from off screen. And I like the idea that the monster can travel through them. I dunno about the walls popping up when you slide in that direction, though.
It feels like visual noise that doesn't help much. And people seem to be able grasp the limits of the board. The boundaries are going to be challenged when we have the monster hopping around, of course, but that's why the wrapping is limited to hard mode.
Still going back and forth on whether or not the non-argyle tiles should have numbers on them. It's more visually pure without them, of course, but I sort of like the mathy context that the numbers give.
I'll keep thinking about it and it'll be easy to prototype both ways. Digging how the arrows match the argyle diamonds, but I'm worried about the fact that horizontal arrows and vertical arrows look different.
Maybe if they were squished down into perfect diamonds rotated squares, basically it would look more unified? I'm a little concerned that the white line might be too subtle?Purpose: Through the academic disciplines and co-curricular activities, General Education provides multiple, varied, and intentional learning experiences to facilitate the acquisition of fundamental knowledge and skills and the development of attitudes that foster effective citizenship and life-long.
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