Discussion in 'Age of DNA - Bug reporting' started by Sykodeus, Jan 26, 2015.
It removes the block under it instead.
In fact, the purpose of the Hammer was to interact only with the terrain.
If you want to kill an Alive Cube (with DNA loaded inside), do the following:
unselect all items in the toolbar (select an empty cell or press the Space bar)
click on the alive cube
the alive cube appears in the preview window (middle bottom of the screen)
click on the skull icon on the right of the preview window (see below)
This will kill the alive cube.
I don't talk about this in the manual, so I added it. I don't know if the Hammer should be used to kill Alive Cubes, now that you are talking about it, it makes sense. I will think about it.
Yeah, it seems you really want to separate cubes containing DNA with normal terrain cubes (see this thread http://godisacube.com/forum/index.php?threads/loops-and-cube-collision.31/#post-135 ), is there a reason behind this ?
I instinctually expected both to be treated the same way by most runes/items, and then you would have some special runes to detect "terrain" or "alive" cubes separately if needed.
Walls / Terrain are expected to never move, but Alive Cubes can move at any time.
Interaction between Alive Cubes can be very tricky (which means "cannot work in a lot of time"), because it's like this:
A flying jet is refueling another flying jet.
But interactions between an Alive Cube and a Terrain block are very easy and is more like this:
A Vacuum Cleaning Robot is auto detecting the recharge station near to a wall.
But you are right about the fact there should be interactions between Alive Cubes. They are in fact done with lasers, and you saw the first one (taking energy from a cube) with a Rose taking Energy from a Cube in the gameplay video.
By the way, if you look again at the jet refueling picture, you can imagine that the refueled jet is a Cube, and the refueling one will be some kind of Rose. There will also be cubes able to use lasers to take and give energy to other cubes as well.
I think of alive blocks as "moving terrain blocks" instead of a whole different kind of thing. It is just as solid and detectable as the terrain, it's just that it can change position.
The vacuum cleaner could detect the recharge station if it was moving too, it would just be less reliable. And the planes could also recharge on a static object (well it would be complicated but let's say it's a helicopter)
It's some sort of theory of relativity.
I think that static (or non moving) Alive Cube could be considered like walls by walls detector. This way, even moving Alive Cubes can be considered like walls for a brief moment (between 2 moves). Of course, if the detector is slow and the Alive Cube fast, it will lead to a detector detecting alive cubes as walls only from time to time.
You are perfectly right about the "less reliable" aspect of detecting moving things. God is a Cube is designed like a technology, so there are reliable ways to do things and less reliable ways.
I will change the way the "Detector + Wall" works, so it will consider that Alive Cubes non currently moving are walls. This will be needed later, because a lot more cubes will contain DNA and be therefore "Alive". And a lot of them will be static (like the Cube generating cubes in the Gameplay video). Besides, Alive Cubes will have various speeds, and some of them will be very slow (so they will look a lot like walls).
Alive Cubes will still be considered like Alive Cubes by a "Detector + Alive".
Do you mean by that that you will make some things tedious on purpose ? If that is so, I'll probably disagree, but wait to see that first.
I like that.
No, I mean that things are closer to real life than to video games.
In video games, you click on a button, the robot moves.
In real life, you click on a button, you send a signal, the robot receives the signal and moves.
Sometimes, there is an obstacle and the robot does not receive the signal. Or someone is hacking the signal with a stronger signal.
In God is a Cube, things are closer to real life.
Your robot can have a failure engine, because a cube broke something inside the engine. But you can open the engine to repair it by yourself.
Your detector can fail to detect an enemy, because the enemy was moving too fast. But you can find better detectors created by someone at the other side of the world.
Your missile can explode at launch, because the rocket was not feeded with fuel. But you can sabotage enemy's missiles to make them explode at launch.
Your cubes can be blocked inside a tunnel, because an enemy put an obstacle. But you can take control of a cube in first person to destroy the obstacle.
I'm not making things tedious on purpose. It's just that you can make a lot of things with this technology, and I'm providing as many tools as possible to counter or take advantage of the situations.
Ooooh I get it. Okay.
By the way, I don't like games which make things tedious on purpose. When I'm playing almost any games, I feel like things are tedious on purpose, because they are.
When an enemy appears, it's because it was placed here on purpose. When you have no more bombs, it's because the designers made it so there is only a limited supply. When a weapon doesn't work on a boss, it's because "it woud be too easy".
I want to make a game where you can tear off your own legs to make a spaceship out of it.
I want to make a game where you can enter inside the body of a boss and spend two days building a bomb powered by its heart.
I want to make a game where you are MacGuyver, but with cubes.
In God is a Cube, things are not tedious on purpose. In God is a Cube, things are tedious because you are crazy and you want to make something so crazy you never saw it in any game.
Separate names with a comma.