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Unread 19-05-2005, 20:27
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Re: [Official 2006 Game Design] Game Elements and Subtasks

Quote:
Originally Posted by Andrew Rudolph
I kinda like having feild elements that can break. It means your robot and drivers need finesse. Also every time somthing breaks everyone will give you an OOOOOooooooo. Granted it sucks as far as running the competition, who wants to have 4 times the amount of feild elements than are on the field to ship around. Of course if they are small enough, who cares!?
I've got a better idea. That idea is velcro.

It's cheap, available, and can make handling objects a pain in the butt, so long as you say an object must be together to count.
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[Official 2005 Game Design] Game Elements and Subtasks dlavery FRC Game Design 60 19-10-2004 21:06


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