The last one about moves has been fixed. The additional-people-not-getting-on is kind of an architectural problem with the game, working on it.
Yeah this is basically correct. There is nothing really preventing an elevator from reporting that it's going both up and down. The up/down indicators are used for two things: 1. To shut off the up/down request…
Developer here! Thanks for all the feedback. Appreciate all of it, including bug reports! Pull requests also welcome. Especially I would appreciate help with adding more challenges, and/or making them all balanced and…
Yeah! Something I think about occasionally is traffic-light optimization problems, optimizing for throughput, wait-time, safety etc. I think it could work well in a packaging similar to Elevator Saga.
Dev here. :) They spawn at a fixed rate, but at random floors, with 50% spawning at the bottom floor. I agree it would be more interesting if there were patterns, distributions, more popular floors etc. Haven't gotten…
The last one about moves has been fixed. The additional-people-not-getting-on is kind of an architectural problem with the game, working on it.
Yeah this is basically correct. There is nothing really preventing an elevator from reporting that it's going both up and down. The up/down indicators are used for two things: 1. To shut off the up/down request…
Developer here! Thanks for all the feedback. Appreciate all of it, including bug reports! Pull requests also welcome. Especially I would appreciate help with adding more challenges, and/or making them all balanced and…
Yeah! Something I think about occasionally is traffic-light optimization problems, optimizing for throughput, wait-time, safety etc. I think it could work well in a packaging similar to Elevator Saga.
Dev here. :) They spawn at a fixed rate, but at random floors, with 50% spawning at the bottom floor. I agree it would be more interesting if there were patterns, distributions, more popular floors etc. Haven't gotten…