eamondo2 / gameJamTestGame

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Package functionality #16

Open awenonian opened 1 year ago

awenonian commented 1 year ago

Not sure this is actually ready to merge, but I'm gonna open this anyway, to track what's left:

The last one is actually kinda difficult. It's easy to get magnetic packages into a spot where couriers would only pass them going away from the other package (in fact, it's often likely, since being on a path away from the other package is probably what made it drop in the first place). I keep thinking of options that wouldn't actually stop you from softlocking yourself. Best I have is to remember the last "safe" node, if we can figure out how to define that, and reset to there. Might take some good visual design to explain why your package goes back to what might be a very far away node, though.

eamondo2 commented 1 year ago

For item 3 on your list there, we could just snap the package to the last valid point on the route that the courier was traveling. Doesn't need to be a node necessarily, since couriers will pick up even if the package isn't on an actual intersection. re-read your note, yeah that's actually harder than I'd thought at first glance

awenonian commented 5 months ago

To explain for posterity, the issue is that, if you naively snap them back to the last node they touched, then you could imagine that one of those nodes is one where couriers only go north from it, and the other couriers only go south from it, so there are no options for bringing the packages back towards each other. This is actually a problem for the nuclear packages too, but those just blow up when they touch, so we can just put them back at their starting destination. Spitballing some solutions: