Cornflakes_91 wrote:Im missing array-type variables (or at least efficient ways of accessing them)
Besides of that i like that proposal, it ties very much in with my
Custom UI Parts idea.
But im not sure if it is feasible inside the scope of LT...
This discussion reminds me a lot of something I saw in a game called Capitalism, by Trevor Chan. Pictures can say it best:
Specifically what I wanted to point out is the lower right 9 square grid. What you have here, happens to be a retail store. However, factories also have 9 squares. The key here is that all stores/factories, no matter what they are, are 9 blocks and can be configured to produce whatever you need by plopping in different modules and linking them to the various other modules. Here is a factory example making leather wallets, belts, and purses:
A factory could be configured to produce only leather belts. Or, to be more cost efficient, can be configured to produce three products at one location. As you can see, this seems to be a pretty brilliant way to add a high degree of user customization, while keeping a universal structure by which everything works. Or, in other words, to create an array, you plop down an array object into the grid and you can define the object with name/value pairs:
Looking back at the diagrams on the original post, maybe Trevor Chans system is what could be adapted, and this is what you are talking about with "Custom UI parts". As a factory/store owner, you know something is properly configured when the colored progress meters start filtering their inputs to the next module in the supply chain, and your finished product appears in the bar across the top. In essence, that is all the "debugging" you need.