Comments (4)
The following strategy:
- In regular mode, always have a minimum delay (of 2s?) for closing a card after it has been opened
- In rush mode:
- For your own cards, they are flipped back as soon as you open a "3rd" one.
- For the opponent's (opponents') cards, use the same minimum delay.
from mwdns.
Hmm not that easy, since the server sends the closes of both cards when the second one is handled, and thus the first one has been opened since enough time but the second not. We want to hold both for the same amount of time before closing them together, this means probably the server has to send a "close" message for both the cards together.
from mwdns.
Wait, rush mode is not correct yet!
from mwdns.
Actually, this rush mode is in #29
from mwdns.
Related Issues (20)
- Options screen constraints
- Player LEFT HOT 2
- Rush responsiveness HOT 1
- THIS WAS A GOOD GAME, HOW ABOUT ANOTHER ONE? HOT 3
- Only move open & scored cards in classic mode HOT 5
- Rush Turns == # of flips != Classic Turns
- Fetch score and #turns when joining
- Subtle info of keys/features
- Create a Makefile
- Card layout option as buttons HOT 1
- Server-side card color generation HOT 3
- FAVICON
- Game Manager
- Fancy Logging
- TileMap Cards Bug
- Both players highlighted as active HOT 2
- Robust Server HOT 10
- Wrong Score or winning condition HOT 2
- How about some nice tilemaps? HOT 5
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from mwdns.