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Preferably with a way to quickly copy it to the clipboard.
Possibly also eliminate very similar colors. There might be a JS library for this.
Sometimes in the Game view, a dark overlay is shown - it seems to be permanent, there is no way to get rid of it other than reloading.
A few things:
This is an idea to help fix #58 in a slightly more interactive way.
The problem is that people who already arrived have nothing to do, and even moving is dangerous because coming back might be hard.
The first idea is that when two players meet they can create a beacon (through an interface of: clicking a "make beacon button" underneath the map, and then clicking on the marker map at the location where you are). The beacon has a randomly chosen radius (maybe instead of random we could let players control it). The beacon adds a few gameplay elements:
with a ranking or something
Rendezvous is currently spammy for the console, which is fine as long as we expect bugs, but ultimately undesireable.
Depends on: #37
Anecdotally, they seem to sometimes not find a destination even though it seems like they should be able to.
Maybe somehow overlay on top of street view (so slightly transparent?).
Maybe it should be hidden by default and only show when you made a guess (or when hovered over)?
Also, some additional padding on elements would be nice.
When one refreshes their screen on the leaderboard view, their guess gets reset back to San Francisco.
Expected behaviour: refreshing should not affect your guess.
finish a game, go back to the lobby, picker will not register clicks
South and North America are disconnected.
Presumably the problem is the continuous syncing of history.
Eg. to only search for locations in Poland.
Request from Kait
Currently it happens for some reason, and it looks slightly strange.
Note that the "Connecting..." dialog should probably still be there.
Currently when player disconnects (eg. refreshes page) their 'connected' state for the game is set to false. Make sure it is set back to true when they reconnect.
Relevant docs: https://firebase.google.com/docs/database/web/offline-capabilities#section-connection-state
15-20 sec?
(shorter if you're low?)
This will let people get out of streetview locations where they're stuck
to prevent erratic shifts in the map view
Rendezvous currently doesn't tell the player when the jump was short or if a location couldn't be found.
To do this we should probably have a Toast component (similar to the Dialog) that will show a semitransparent red toast for e.g. 2 seconds, and clicking it will make it disappear (mousing on should probably stop the countdown for it to disappear).
Depends on the first version of Rendezvous: #37 .
Would be visible only to the chief, would probably be just another card with some sliders and fields.
Time limit should go in there.
One idea: once more than half (or some other percentage) of the players are close to each other, show a circle on each player's map centered on the rendezvous point, and extending to the furthest player. The goal is to make it easier for players to figure out where they are, but without changing the gameplay substantially.
This can be done by e.g. not syncing player histories until the end of the game.
And if possible to put some of these in a unit test, even better, since I haven't yet figured out how to run e2e tests on publish.
If they are kicked, they have no way to re-enter.
So just having 0 point but still the ability to continue playing later would be nicer.
This is for use when playing for a limited time only (e.g. you have only 30 minutes to play), so people can find out where they were on the end screen.
The basic idea is that in this mode the location is chosen by one of the players and the others try to guess it.
Things to figure out are:
Currently, when trying to refresh Lobby, it shows "Connection problem" dialog, since we assume that UID is already in the store.
But on refresh, current's view code wins, and UID is not there yet. Instead, we should show "Connecting..." dialog until all client info is filled in (just UID) and only then render the page.
In Rendezvous, each player starts at a different location. The objective is for all players to converge to a single location in as short a time as possible. To do this players can use normal streetview movement, but they can additionally use special jump buttons that allow them to travel a predetermined distance in the direction they are currently facing (e.g. 500km). On victory/timeout a map screen will show each player's path (a timelapse would be nice! but that's not for the minimal viable game).
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