# TODO - Core gameplay - Example use cases - montlake/520 turn restrictions with pedestrian scramble - need intersection merging before this is understandable - close interior neighborhoods to most cars (except for src/dst), see how traffic restricted to arterials would work - puzzle: with only X miles of retained road, where would you leave them? what roads would go away? - parking garages on the edges of neighborhoods? - create a bike network with minimal hills, dedicated roads, minimal crossings - charm - name agents, with some good names scattered in (Dustin Carlino, Dustin Bikelino, Dustin Buslino...) - music / sound effects - as you zoom in, overhear conversations and such - some buildings could have extra detail - zoom in too much, what might you see? ;) - loading screen: snakey cars - game intro/backstory: history of seattle urban planning - player context: a drone. people will look up eventually. ## 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 ## More things to simulate - Light rail and downtown bus tunnel - seed parked cars in neighborhood with no owner or a far-away owner, to model reasonable starting state - outgoing border nodes can throttle to simulate traffic downstream