Timeline for Ways to draw tracks on 4-connected grid
Current License: CC BY-SA 4.0
16 events
when toggle format | what | by | license | comment | |
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Nov 13, 2020 at 21:00 | history | tweeted | twitter.com/StackGameDev/status/1327355590344122369 | ||
Nov 13, 2020 at 18:45 | history | became hot network question | |||
Nov 13, 2020 at 17:51 | answer | added | Matt Rix | timeline score: 27 | |
Nov 13, 2020 at 12:34 | comment | added | Rutger | Hi Zibelas, I think you have a good point. Looking back one tile and checking if there is a connection to fill in the gap could help. I think using the position inside the grid cell that the drawing started on might be key to do just that. | |
Nov 13, 2020 at 11:49 | comment | added | Zibelas | For your second issue, would it not be fine to extend the starting point one cell backwards to see if it hits an existing rail? You could as well just check all the surrounding cells to see if any connection is possible. (Imaging you have one track from 0/0 to 0/5 and a second one from 2/0 to 2/5. If the user clicks on 1/3, should it connect those parallel tracks or draw the third track in the middle between them? | |
Nov 13, 2020 at 11:44 | answer | added | DMGregory♦ | timeline score: 6 | |
Nov 13, 2020 at 11:25 | comment | added | Rutger | Added images and additional description on these issues. Let me know if you still have questions :) | |
Nov 13, 2020 at 11:25 | history | edited | Rutger | CC BY-SA 4.0 |
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Nov 13, 2020 at 11:01 | comment | added | Rutger | Sure thing! I can quickly think of two scenarios that occurred regularly, but they are a bit difficult to explain in words. I'll try for now and perhaps later today I can make some GIFs or something. First thing: When drawing a straight line, accidentally deviating into a cell on the side results in two turns. Second thing: When trying to make a junction, people often started on the cell on which the junction track had to be added, resulting in it not being drawn at all. | |
Nov 13, 2020 at 10:53 | answer | added | Engineer | timeline score: 1 | |
Nov 13, 2020 at 10:40 | comment | added | DMGregory♦ | "play testers found it quite difficult to draw the shapes they wanted and they made a lot of errors in the process," Can you exhibit some specific examples of shapes they found difficult to draw with this, or specific errors you saw occurring? That can help focus answers on mechanics or feedback & communication strategies that will solve those specific pain points. | |
Nov 13, 2020 at 10:26 | comment | added | Rutger | I updated the description. Is this helpful or do you need more to get a better idea of how it works? | |
Nov 13, 2020 at 10:24 | history | edited | Rutger | CC BY-SA 4.0 |
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Nov 13, 2020 at 10:14 | comment | added | Rutger | Hi Zibelas, thanks for your comment! I will add a more detailed description of the current implementation, but it comes down to "exactly what Trainyard does" :) | |
Nov 13, 2020 at 9:52 | comment | added | Zibelas | If you have an option to draw the crossings and junctions but the user finds it unintuitive, maybe improve on that part like a more detailed tutorial that tells the user how to draw the shapes. If crossing a line creates a crossroad, ending on a road could create a conjunction. Maybe improve the detection range of the start point to snap to an existing road for creating a conjunction could help. But to know for sure, we would need to see your existing implementation to be able to improve it. | |
Nov 13, 2020 at 9:18 | history | asked | Rutger | CC BY-SA 4.0 |