- Cube HitPoint range from 9 to 1; 0 = no cube
- Player can remove Cube 1 HP by tapping it
- When Cube 1 HP is removed, it decrease its six neighbour's HitPoint by 1
- Cubes with HP > 1 can't be remove by tapping them
- Line of three cubes of same HP create a 'combo' and are removed automatically
- when removed, a cube from a combo decrease its six neighbour's HipPoint by 1 (like a Cube 1 HP); except cubes from the combo itself.
Dynamics
Example #1
- Choices a) or b) both leads to solving the puzzle
- but a) is more efficient, as it create a 2-2-2 combo which remove b)
- still player could choose b) and remove all cubes one by one
Example #2
- Only choice a) solves the puzzle
- Removing a) creates a 2-2-2 combo which removes b)
- But removing b) first leave a 2-3-1 setup which can't be solved.
Additional comments
- We can use texture to communicate cube HP ; by clearly writing the number of using dots like dices.
- This type of level design can be procedurally generated.
- Difficulty parameters:
- Puzzle cube HP range:
- easy = [1-2]
- hard = [1-9]
- Puzzle combo opportunities at start
- easy = a lot
- hard = none
- Puzzle size
- easy = small (4x4x4)
- hard = big (6x6x6)
- Questions to be solved by prototyping:
- how the inside layers of the puzzle impact the puzzle?
- Should we create some sort of 'skin' on artefact rather than aiming for a cubic puzzle?
- is the challenge interesting ; can its difficulty be tweaked? ; is there room/needs to add more ingredients?





It will be easier to think in term of group of concomitants cubes than really just 3 cubes in line etc... For example, I used the rule ' each concomitant group of 3 cubes or more' get destroyed. Another tweak to investigate : instead of just removing 1 HP to the neighbors, you could remove 1 HP to each concomitant group neighbor. that keep groups together and bring you bigger combos.
ReplyDeleteyep good tweaks to test with prototyping =)
ReplyDelete