Editing Talk:Sequence break
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:::::Perhaps it would be worth not using the glitch template for these situations, or developing a new template? I say this because having an organized way to show different instructions with different demonstration videos and reproducibility is difficult with the current setup. | :::::Perhaps it would be worth not using the glitch template for these situations, or developing a new template? I say this because having an organized way to show different instructions with different demonstration videos and reproducibility is difficult with the current setup. | ||
:::::Another idea: having a branching system for sequence breaks. The Day 1 Escape section already does a bit of this with its layered dot points. An example of what I mean by this: In the Distant Tundra, you can go out of bounds near the Swooping Snitchbug. The method of doing this varies by game. From this position, depending on where you go, you can push down the iron ball early or you can go all the way to the Vehemoth Phosbat arena. A branching structure could allow all these tricks to be described in 1 section, minimizing repeated text. — [[User:Soprano|'''Soprano''']]<sub>[[User talk:Soprano|''(talk)'']]</sub> 18:21, October 10, 2021 (EDT) | :::::Another idea: having a branching system for sequence breaks. The Day 1 Escape section already does a bit of this with its layered dot points. An example of what I mean by this: In the Distant Tundra, you can go out of bounds near the Swooping Snitchbug. The method of doing this varies by game. From this position, depending on where you go, you can push down the iron ball early or you can go all the way to the Vehemoth Phosbat arena. A branching structure could allow all these tricks to be described in 1 section, minimizing repeated text. — [[User:Soprano|'''Soprano''']]<sub>[[User talk:Soprano|''(talk)'']]</sub> 18:21, October 10, 2021 (EDT) | ||