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# TODO - Core gameplay
- Example use cases
- montlake/520 turn restrictions with pedestrian scramble
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- need intersection merging before this is understandable
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- close interior neighborhoods to most cars (except for src/dst), see how traffic restricted to arterials would work
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- puzzle: with only X miles of retained road, where would you leave them? what roads would go away?
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- parking garages on the edges of neighborhoods?
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- create a bike network with minimal hills, dedicated roads, minimal crossings
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- charm
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- name agents, with some good names scattered in (Dustin Carlino, Dustin Bikelino, Dustin Buslino...)
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- music / sound effects
- as you zoom in, overhear conversations and such
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- some buildings could have extra detail
- zoom in too much, what might you see? ;)
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- loading screen: snakey cars
- game intro/backstory: history of seattle urban planning
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- player context: a drone. people will look up eventually.
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## Tutorial
- parking vs bus tutorial level
- big vertical road. some neighborhoods off to the side. everyone trying to go nrth or south. one driving, one parkign lane. a bus that makes a loop. some horizontal roads connected to borders that force the vertical road to not be fast. just make a dedicated bus lane! oops,except some of the bus stops are at narrow places, so traffic has to slow down anyway for the bus. maybe there's a bypass road through a neighborhood?
- introduce elements gradually... fix a silly traffic signal with just cars, then add peds and bikes...
- spawn cars somewhere
- run sim, pause, change speed, reset
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## More things to simulate
- Light rail and downtown bus tunnel
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- seed parked cars in neighborhood with no owner or a far-away owner, to model reasonable starting state
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- outgoing border nodes can throttle to simulate traffic downstream