Face triggers expend the puzzle challenge of removing cubes by adding behaviour triggered by tapping on certain face of the cube.

- Cube may have [0 to 6] face triggers.
- When there's 0 face triggers on a cube, player ca still tap on any of its face to trigger its default behaviour.
- When player tap a face trigger it trigger the Face trigger behaviour on the cube.
Example: Cracked rock
Find its crack to remove it.
- default behaviour: nothing happen (the rock is too solid!)
- face trigger behavior: the rock is removed
- We could also add "Group behaviour": "remove all other Cracked Rocks neighbour ; so player would need to search the crack on a bigger block of rocks.
Example: Soil and Gold soil
the most simple cube: soil; and an opportunity to become richer: Gold veine Soil

- Soil
- default behavior: the cube is removed
- Gold veine Soil
- default behavior: the cube is removed
- face trigger behaviour: the "gold veine" is removed and player becomes richer. (the cube is not removed yet, player has to tap again to remove the cube).
Note that a "gold veine" face trigger could be applied to a Cracked Rock, being an opportunity for player to become richer if he finds and retrieve the gold veine before removing the Cracked Rock.

become richer//// for what ? do you need money to break a rock ? can you lose by having zero meny ?
ReplyDeleteNot really ; i was jus exploring possibilities and writing a simple example.
ReplyDelete* about needing money to break rocks:
we could explore that. it may be interesting to add sort sort of really simple mathematical aspect to the puzzle. Also money ('gold' or whatever) could be a secondary currency ; but that's another story ; let's make a game first before talking about selling it ^_^
* about losing:
I'm a bit reluctant to add 'fail condition' and rather design positively (ie. "player's actions leads to progress and victory") ; because it's a solo puzzle and "failing" this kind of game is first and foremost "not finding the solution" (Ex. rubik's cube).