GCPP:Proposal-Anchovy

From YPPedia

Puzzle Codename: Anchovy

Contact
Username: Nordenx
Additional contact info: Nordenx in Viridian, On YPPedia as Nordenx (talk)
Project forum thread: Original Forum Thread, Proposal Thread



Game concept

A radial puzzle for YPP Ironworking - color mixing, filling, semi-controlled timer; a mix concept of YPP's navigation and alchemistry puzzles with a twist.

Objective

Fill sword plan segments with corresponding number of metal bars in a stack.

For example: 3 segments + 3 bars = completed sword.

Gameplay

The Basics/Parts/Controls: (refer to images below)


  • 2 radial areas (main puzzle) - sword and metal (both rotates clockwise; the sword rotates automatically for every solved "fill"; metal is controlled by the <-> left & right keys)


  • 1 anvil area (center) - metal fills the sword (animated hammering, sparks, sounds, et al.) triggered by the space bar once aligned to the right solution (ie. 3 space sword filled by a 3 bar metal)


  • Metal drop (top right) - drops to the metal fills (max 4), dropped by the ^ V up/down arrow keys


  • Sword insert (bottom left) - puts the **sword "plan" (how many spaces to fill) up to the sword radial


  • Furnace (far right) - metals automatically slip into it when aligned and comes out when radial is moved. It *heats up the metal (1 level of heat for a given time, max 4 or 5 levels).


  • Water Temper drop (bottom center) - automatically drops finished swords.


  • Animated Hammer indicator (bottom right) - moves and changes speed and glows until sparking (like the carpentry hammer) as you improve performance


  • Metal Heat - line border, color, and length of "heated area" indicates the level of heat (dissipates over a given time); the bars must be heated to the right levels before you can hammer it into shape (filling the sword segments).


  • Sword plan - the spaces (segments) indicate how much metal bars it needs in order to be filled or hammered in.


  • Special Ores - randomly appears in the "Ore Queue" (above the metal radial queue) and is mixed (smelted) into metal bar that is waiting to be "dropped" down into the metal radial queue; Depending on what ore is mixed in, the bar's properties change to allow special combos. The bar's appearance also change (line border changes color to blue, the bar color changes - maybe to golden or silver, when heated - the heat indicator is in blue or green instead of the standard red/orange heat.


Scoring

Completely filling sword plans with the appropriate number of metal bars provides a score per sword plan. Scores vary based on the number of segments per sword plan and whether or not the metal bars used has special properties, value of which depends on what special ore bonus is "smelted" or mixed into the metal bar before it is "dropped" into the (right) radial queue.

Variability

Ores/Metal Bars/Heat:


  • Regular (dark gray) Bar: Normal Bar; fills 1 sword segment


  • Gold Colored Ore : mixed (smelted) to a regular bar = makes bar malleable (softer); fills 2 segments - eg. a stack consisting of 1 normal bar + 1 gold ore infused bar = fills 3 sword segments; x10% performance score (puzzle speeds up)


  • Silver Colored Ore : mixed (smelted) to a regular bar = makes bar strong (harder); special bar; fills 1 segment; x20% performance score (puzzle speeds up)


  • Bluish Colored Ore : mixed (smelted) to a regular bar = makes bar denser (heavier); rare bar; fills 2 segments (see gold); x50% performance score (speeds up puzzle and turns hammer faster until sparking)


  • adding a gold or blue ore infused bars on top of 3 normal bars or even a stack with gold or blue infused bars may exceed the max of 4 fills and cause a "wasteful" scenario (the stack is removed from rotation to be re-melted). however, a stack of 2 gold or blue ore infused bars can fill a 4 segment sword plan - thus resulting in a huge combo! Also, if a stack can fill 4 segments is pounded into a sword plan that has only 3 segments - it becomes a Wasteful or Poor scenario and -20% performance score deduction is imposed and the puzzle slows down.


HEAT - Bars heated into max levels can be pounded into shape (click on spacebar) and fill the sword plan segments. Since heat gradually dissipate, it will affect the quality of the finished sword. **At Level 5 Max heat = Excellent; x50% performance score; (speeds up puzzle and turns hammer faster until sparking)

    • At Level 4 Heat = Normal
    • At Level 3 Heat = Poor; -20% performance score deduction
    • At Level 2 Heat = Brittle; 20% random chance of "breaking" the bar and thus resulting into a "wasteful" scenario; -50% performance score deduction
    • At Level 1 Heat and non-heated bars = wasteful or booched scenario; -75% performance score deduction (slows down the puzzle and turns hammer dark or cold) (the stack or bar is removed from rotation to be re-melted)

End criteria

When the player has filled the required number of sword plans in the (left) radial queue.

Difficulty scaling

Heat also gradually increases a level when the bar is placed in and/or taken out of the furnace (automatic when aligned with), so there is variety in timing. A bar or stack of bars that is placed in the oven too much or too long will max out the heat levels and ultimately melt - resulting in a wasteful or booched scenario; -75% performance score deduction (slows down the puzzle and turns hammer dark or cold) (the stack or bar is removed from rotation to be re-melted) (may reset puzzle)

Also, alternatively - the excessive, or cracked bars from the wasteful or booched scenarios above may be left in the (right) radial queue as unworkable bars that need to be "heated" to melting point in order to remove them from the queue. Thus decreasing the number of metal stacks or bars available for the player to "smith" in or "fill" the sword plans and lessens the opportunity for the player to score.

Crafting type

Ironworking / Black Smith

Known problems

Unknown math. The only time constraint is heat dissipation & generation; a player can (in concept) let one stack of bars "melt out" and not move the puzzle forever without additional penalty.

Notes

Most graphics pieces and background are already completed, including most of the animation frames.

Images

CONCEPT:

GCPP-Anchovy-Puzzle-Concept.jpg


BACKGROUND:

GCPP-Anchovy-Puzzle-Background.jpg