Some final game mechanics
Over the past week I accomplished creating important gameplay mechanics.
I finished creating the restart game mechanic that involves the player on pressing the restart button on the Game Over panel.
I made some revisions to my user object spawning code file that allows multiple spawn locations to be present on the map during run time.
I created a text box that informs the player of the distance between the user object and a server room in the amount of milliseconds that it takes for the user to get a response after he/she sends a request to that particular server room.
This text box appears when the player has selected a user object and has their mouse hovering over any server room.
These last two mechanics will need to be implemented to complete my game.
Implement a scoring system that rewards players for putting users into server rooms that are nearby their home country. For example, User A is a native to Mexico and has access to two server rooms in America and Africa. If the player puts User A into the American server room then the player will get 50 points but if the player puts User A into the African server room then the player will get 30 points. Creating a scoring system with this ruling will illustrate the struggle that matchmaking algorithms have towards preventing their users from experiencing game breaking delays or latency.
Implement a mechanic that expels users from a server room onto the world map whenever a server room has not been filled in a certain amount of time. Creating this mechanic will make the experience of putting players into server rooms more demanding and challenging.