Brianetta wrote:I think that Rich has hit upon a pure gold idea here. A coloured route is easy to understand, easy to code (just plain old penalties) and uncomplicated. The standard eight colours within the game would do fine - there's no logical reason why two routes which don't ever meet shouldn't share a colour.
I agree it's a good plan - although I could still imagine
some players running out of colours for their ultra-complex layouts.
Whatever, I don't think making it so the player has to write program-style script is a good idea - it might be very flexible but it could also be very off-putting and confusing to new players, and difficult to program because of all the possibilities of players setting up impossible conflicting instructions. If at all possible it should be done graphically (point and click).
A back-of-the-envelope idea for doing conditional signals could be like this: have it so that if you right-click (or shift-click) on any signal you get a small window coming up with 'NOT', 'AND' and 'OR' buttons, and perhaps 'NAND' and 'NOR' too, if the junction design junkies can think of a use for them beyond crashing the game by giving signals contradictory instructions
To program a signal, you would bring up this window, click one of the buttons, and then click on the other signal(s) on the screen you wanted that signal to be dependent on. Once you had done this, these links would show up on the main display - whenever any signal window was displayed - as coloured lines between the signals (say red for 'NOT', green for 'AND', and white for 'OR').
This would be at comprehensible (if not obvious) to non-programmers and yet still reasonably flexible - and would replace the obscure shift-clicking system the game currently has.
Unfortunately I'm not a C programmer so I can't volunteer to help here...