Game mechanics - screwed99/bellhop GitHub Wiki

Discrete V1:

Main mechanic is optimizing the number of decisions you have to make, or the efficiency of those decisions (number of floors the elevator moves)

  • Could split into
    • primary: Number of moves that it takes to clear the level
    • secondary: how annoyed the passengers are (steps waiting, number of floors waiting in elevator)

Because optimization of decisions, we want little or no time pressure. It's closer to towers of hanoi than tetris. Maybe minimal time pressure (default inefficient elevator movement) as sugar to stop player overthinking.

Levels can be a certain job done. So there are e.g. 20 people that appear at certain points, and you only finish once all their needs have been served. The objective then is to finish the level in minimal decisions made.

Continuous V2:

  • Can be scored by time elapsed possibly, but this basically translates to # of decisions through the limitations of the physics mechanics

Information

  • You see if any passengers are waiting per each floor with indicator lights
  • Maybe you see in advance if people want to go up, down or both
  • once you arrive at floor, you can see how many passengers and their destinations (or up/down)
  • You choose "Going up" or "Going down" and announce your desijj
  • Passengers will get on only if you are going the right direction for them