For folks that have never seen elevator scheduling the game: <a href="https://play.elevatorsaga.com/" rel="nofollow">https://play.elevatorsaga.com/
Enjoy this rabbit hole :D
Wow, I just came here to comment that I've always wondered if a game where you have to program an elevator scheduler would be any fun. I thought surely no-one's thought to make that before, too! Glad to be proven wrong.
I wish there were more games like this. It’s such a simple premise but so satisfyingly difficult after each level. And it even has a bit of randomish failure which makes for even more challenge.
I can also recommend <a href="https://store.steampowered.com/app/375820/Human_Resource_Machine/" rel="nofollow">https://store.steampowered.com/app/375820/Human_Resource_Mac...
and its sequel is also worth a mention <a href="https://store.steampowered.com/app/792100/7_Billion_Humans/" rel="nofollow">https://store.steampowered.com/app/792100/7_Billion_Humans/
but imo, unlike farmer, these games reaaaaly lack the ability to make functions/subroutines
If you buy the adorable monochrome console called the "Playdate" <a href="https://play.date" rel="nofollow">https://play.date it comes with a bunch of games included, including a cute elevator game where you help penguins to different floors while controlling the elevators yourself using the crank:
<a href="https://play.date/games/flipper-lifter/" rel="nofollow">https://play.date/games/flipper-lifter/
That's the guy who created Infiniminer, which was essentially 3D multiplayer Motherlode (a game everyone was playing at school lunch and I never figured out why) and inspired Minecraft.
looks very well made, but I still prefer <a href="https://en.wikipedia.org/wiki/Elevator_Action" rel="nofollow">https://en.wikipedia.org/wiki/Elevator_Action !
Waiting for Don Hopkins to jump into this thread, saying how he's going to release the source code soon...
(<a href="https://github.com/YootTowerManagement/YootTower" rel="nofollow">https://github.com/YootTowerManagement/YootTower if you haven't seen one of his messages on the topic before)
I never really "got" sim tower growing up, I liked sim city but bounced off tower. It only clicked years later when I read that it was an elevator simulator that got fleshed out a bit, Knowing this I enjoy it quite a bit more today than younger me who I guess was expecting a vertical simcity.
> People don't usually remember the average amount of time they wait. They fixate on those times when the elevator took FOREVER, the p90 case.
I would always get a chuckle out of seeing some poor soul waiting 3 hours to go down a few floors after work, only because I failed to add stairs to the lobby.
Can't believe, that this [0] solution to Challenge #5 actually worked, lol
Challenge #6 is "Transport 40 people using 60 elevator moves or less". Unfortunately docs don't make it clear what exactly counts as a "move".
A few years back I made a CLI game in Go where you have to schedule elevators - <a href="https://github.com/lovromazgon/elecrash" rel="nofollow">https://github.com/lovromazgon/elecrash
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I remember this one, it deserves all sorts of praise
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but imo, unlike farmer, these games reaaaaly lack the ability to make functions/subroutines
manually doing all the goto loops becomes tiring
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(<a href="https://github.com/YootTowerManagement/YootTower" rel="nofollow">https://github.com/YootTowerManagement/YootTower if you haven't seen one of his messages on the topic before)
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I would always get a chuckle out of seeing some poor soul waiting 3 hours to go down a few floors after work, only because I failed to add stairs to the lobby.
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Can't believe, that this [0] solution to Challenge #5 actually worked, lol
Challenge #6 is "Transport 40 people using 60 elevator moves or less". Unfortunately docs don't make it clear what exactly counts as a "move".
[0] <a href="https://gist.github.com/vovanz/66e4396934ac656a8f8c32fcee43d2cf" rel="nofollow">https://gist.github.com/vovanz/66e4396934ac656a8f8c32fcee43d...
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> How do you actually measure how good an elevator algorithm is?