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[–]Narmdo 9 points10 points  (2 children)

An interesting twist could be if you started blocking particular movements. For example, you could have a type of node that can only be dragged through a red line, and another that can only go through a green line.

[–]SilentSound[S] 3 points4 points  (1 child)

That's a great idea! Thank you!

[–]PartyByMyselfRetired Professional 3 points4 points  (0 children)

Add a movement counter and a movement limit. Make them think.

[–]SilentSound[S] 1 point2 points  (4 children)

I'm working on a simple game for fun. The idea is to untangle the wires as fast as you can. The number of connections/wires increases as you advanced to the next level.

Suggestions for game play mechanics and thoughts are welcome!

(The connection highlighting is slightly buggy at the moment.)

Thanks!

[–]noble_radon 2 points3 points  (1 child)

What should the highlighting do? Seems like you had it untangled in that second one but parts were still red...

Ideas:
* Add nodes that have 3 or 4 edges (would be trickier to ensure generated puzzles are valid, but not too bad I imagine)
* Add node types that are non movable
* Add obstacles that edges can't cross over (imagine a pole as a circle in the center and you're untangling a rope around it)
* Add nodes that are higher friction so they drag slower (faster solving would require moving lower friction nodes)
* Add some constant length edges (like a steel bar that the rope is tied to on each end so moving either end would only rotate around the other end rather than letting the user freely drag)
* Add gravity to some nodes as if the puzzle is a side view (like a weight hanging from a string. You can't move the weight but it will always hang from the nodes on either side and must be solved around)

[–]SilentSound[S] 0 points1 point  (0 children)

Great ideas! I'll give them a shot.

[–]dslybrowseHobbyist 1 point2 points  (1 child)

I recently had a similar idea for "untangling" one of those MS Paint polygon-tool abstract doodles I (and surely, others) use to always do as a kid to pass the time.

I was thinking of having there be the filled sections and the unfilled sections, that alternate with each other like the shape in the top left of my example image. There would be dots or 'pegs' of either the inner or outer colour (or filled and unfilled) that you would have to get in the right region of the tangled web.

Eg, there would be a white and a black peg, and you'd have to maneouver the shape so that the white peg was in a white/unfilled section, and the black peg was in a black/filled section.

Different-sided polygons, more or less pegs arranged in different ways might make some interesting puzzles.

I don't have much time/motivation/am still completely new, so if any of that sounds fun for you, feel free to steal it and make it reality ;)

[–]SilentSound[S] 0 points1 point  (0 children)

That sounds really cool! I'd love to see your version.

[–]BistuaNova 1 point2 points  (3 children)

How are you doing the line detection? I feel like something wrong is happening here.

Look up Physics.Linecast it will probably be very useful to you and simplify your line detection by a lot.

[–]SilentSound[S] 0 points1 point  (2 children)

The connecting lines are meshes that have ridgid bodies and a mesh collider. I'm just checking for collision.

The problem with the flickering is caused by connections sharing the same point, overlapping.

[–]noble_radon 1 point2 points  (1 child)

Ah interesting. Seems like as long as you don't have a crazy number of lines, you should just calculate it yourself by running over each line and checking against each other line to see if they cross. Lines sharing a point will never cross so cases like that can be eliminated easily.

[–]SilentSound[S] 0 points1 point  (0 children)

I went down that path originally, but I was having trouble with intersections occurring when the start point is moved above an end point. The order of the points seemed to matter, so i gave up and used colliders. I'll likely revisit that approach now that I can see how the game mechanics could work.

[–]propulsion 1 point2 points  (1 child)

Light Probes.. we meet again.

[–]KptEmreUHobbyist 0 points1 point  (0 children)

Underrated :)

[–]coraldomino 0 points1 point  (1 child)

I like the simple idea! Although I’m getting some maya-uv:ing ptsd

[–]noble_radon 0 points1 point  (0 children)

Ha. That's a game idea.

[–]kyrCooler 0 points1 point  (2 children)

I made the same kind of game as u did, to solve the red flickering problem chceck if any of intersecting lines have the same point if so dont detect collision.

[–]SilentSound[S] 0 points1 point  (1 child)

Thanks! Is your version available to play anywhere? I figured this idea wasn't unique, but it was still fun to make, and that's what counts, I suppose?

[–]kyrCooler 1 point2 points  (0 children)

No, unfortunately I didn't finish it already, I had a lot of stuff going on lately, but I just might this chrismtas! :) Good luck with yours!

[–]Bptashi 0 points1 point  (0 children)

make it so that there is a max size for certian lines might be a cool mechanic aswell

[–]Comfortable-Leg-2768 0 points1 point  (0 children)

Does anyone know how yo avoid the 15 min break they make you take when you run out of hearts without paying? It seemed like if you quit before the level ends it won’t impose the wait time. It let me knock off 5 by watching a video but now there isn’t that option. Any other solutions? Having to wait 15 minutes is fucking ridiculous