nil undefined, I was up-and-running pretty quickly. Still learning the new tech constrained my dev time and how “fancy” I could be. I needed a concept that could be effectively presented with relatively simple shapes and colors.
I was pacing back-and-forth trying to pick a game mechanic when it hit me. Well maybe that’s a bit unfair since I was the one moving and I’d definitely known the table was there before, but I was deep in thought. Anyway, one apocryphal inspiration tale later, I decided to decided to go with a concept of using switches to keep moving objects from running into hazards on the way to a goal.
You’re still reading so you must want to know more about Traffic Control!
*What you see here was actually the result of spending a 4th day later to polish a bit more. The original version only had 5 levels. Now there are 10 with 2 new hazards!
*I’m still not sure what I think about the last 2 levels. I feel like the fire hazards introduce a type of gameplay that’s different from the “plan-ahead-and-execute” style the previous levels build on. Were I to spend more design time on this, that’s where I’d look.
*The fitness of a language can be inferred by how quickly you can make it look like C++.