{"action":"created","issue":{"url":"https://api.github.com/repos/cooper-anderson/Blockade/issues/52","repository_url":"https://api.github.com/repos/cooper-anderson/Blockade","labels_url":"https://api.github.com/repos/cooper-anderson/Blockade/issues/52/labels{/name}","comments_url":"https://api.github.com/repos/cooper-anderson/Blockade/issues/52/comments","events_url":"https://api.github.com/repos/cooper-anderson/Blockade/issues/52/events","html_url":"https://github.com/cooper-anderson/Blockade/issues/52","id":176529141,"number":52,"title":"Level JSON 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I thought about the two different versions of the wiring system for a while, and realized that if you have a lot of inputs/outputs in the same area (for example, if you wanted to make a level that was a maze of doors) it would be impossible to do so using the grid-based wiring system. For this reason I _really_ think you should use the Starbound-esque wiring system, as it would allow for much greater flexibility when creating compact wiring systems. And because of that, I think you should keep the JSON files in a format similar to what they are now, so that you can set the start and end points of wires right next to each other, and wouldn't have to use wire IDs or something weird like that to connect the two points. No, this doesn't go against the entire overhaul, I think the way the objects are stored in-game is fine, but as far as the way objects are saved to the JSON files, I think it should be more similar to how it is currently. So forget the example JSON I AirDropped to you in class; I'll make a new example JSON, and upload it here as soon as I can."},"comment":{"url":"https://api.github.com/repos/cooper-anderson/Blockade/issues/comments/247504112","html_url":"https://github.com/cooper-anderson/Blockade/issues/52#issuecomment-247504112","issue_url":"https://api.github.com/repos/cooper-anderson/Blockade/issues/52","id":247504112,"user":{"login":"cooper-anderson","id":21961037,"avatar_url":"https://avatars.githubusercontent.com/u/21961037?v=3","gravatar_id":"","url":"https://api.github.com/users/cooper-anderson","html_url":"https://github.com/cooper-anderson","followers_url":"https://api.github.com/users/cooper-anderson/followers","following_url":"https://api.github.com/users/cooper-anderson/following{/other_user}","gists_url":"https://api.github.com/users/cooper-anderson/gists{/gist_id}","starred_url":"https://api.github.com/users/cooper-anderson/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/cooper-anderson/subscriptions","organizations_url":"https://api.github.com/users/cooper-anderson/orgs","repos_url":"https://api.github.com/users/cooper-anderson/repos","events_url":"https://api.github.com/users/cooper-anderson/events{/privacy}","received_events_url":"https://api.github.com/users/cooper-anderson/received_events","type":"User","site_admin":false},"created_at":"2016-09-16T02:25:29Z","updated_at":"2016-09-16T02:25:29Z","body":"Should we get rid of the empty `flags` variable?"}}
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