GCPP:Proposal-Loach
Puzzle Codename: Loach
Contact | |
Username: | mibshubby |
Additional contact info: | mibshubby@yahoo.com |
Project forum thread: | Discussion |
Game concept
A progressive tile matching game based on in-game furniture
Objective
Match up multiple tiles based on a list for a particular type of furniture.
Gameplay
A picture at the top of the screen would show the type of furniture that you are making. Next to it would be the Bill of Matierals (BOM) which is what commodities are needed along with labor to build this as well as the quantity.
The main screen would be a 10x10 block of tiles. These tiles would be a variety of materials to build many different types of furniture. Your object is to get multiple tiles as listed in the BOM to be adjacent (vertically or horizontally). This would be done by clicking on two adjacent tiles to switch their positions - similar to bilge or distillery puzzles.
The number of tiles required would be based on the actual requirements in-game to make it but modified. The program would be using 1/2 of the required commods and 1/5 of the required labor, round up with a minimum of two tiles per commod/labor. This would make it a more do-able puzzle.
As you complete an item in the BOM it would disappear from the tile board and be checked off in the BOM list. Tiles would cascade down to fill in the missing pieces. Empty tiles at the top of the screen remain empty. You cannont switch a piece with an empty square. When a piece of furniture is completed then a new one takes it's place with a new BOM but the tile board remains as you left it.
When you feel that you need more tiles you can click a button to progress the screen. Anything at the top will disappear and not be able to be used again.
The pictures on the tiles would be the same as what is shown in the wiki. The exception is labor since there is no picture. I was thinking of a hammer or crossed hammer and saw that would be black for basic labor, silver for skilled and gold for expert.
This is not necessarily a timed game but there should be an upper limit. Two minutes would be given to complete one item in the BOM. When that timer runs out then 2 to 5 random tiles would disappear.
Scoring
Would be based on the number of tile moves to complete a piece of furniture with applicable bonuses applied.
Variability
One thing should be the number of rows of tiles available - the higher your skill ranking the more you should have.
Some bonus variability would be lining up grain in wood - we could have two styles of wood with grain going vertically or horizontally.
Another bonus would be in the higher levels you would have furniture that requires enamel/paint/cloth. If you match your commodity using only the same color would be a bonus.
Plus there is the potential for combos by cascading tiles.
End criteria
When you run out of extra rows of tiles and you can not finish the piece of furniture that you are currently working on.
Difficulty scaling
The higher your skill ranking would reflect on the difficulty of the piece of furniture that is available to be built. Difficulty of the furniture is based on the number of commods and labor (types of tile pieces) needed as well as the quantity of them.
Crafting type
Furnishing
Known problems
Notes
I thought tying in the actual furniture in the game into this puzzle would be unique.
With scoring based on number of moves and not time then you would have a minute to look over the board and start to plan your moves looking for combos and matching up colors.
Images
|Storyboard =
A scenario might run like this:
The initial screen would look like the one above. The first item to build is a bench with back. This was randomly picked based on his skill level. On the right you will see the Bill of Material showing items and the quantities needed. Looking on the grid there are several possibilities to select from. Lets do some basic labor. There is a couple in the center with one to the left and another above.
We will move the one basic labor down two switching with the wood first and then with the sugar cane. Then we will move the other with the madder.
This now gives us four units of basic labor in a horizontal row. This is the quantity as listed in the BOM.
Once the four line up the tiles would cascade down filling the empty spot.
Next lets work on Skilled Labor. There is three almost in a row on the bottom left.
We will move the one in the center up and then this will give us the 3 units required.
These would then cascade down.
This would go on until you have completed the bench. Once completed another would appear and we would continue working until the screen starts to get a little empty.
This is the time when you would want to click the advance row button since you don't have enough to complete the pick and shovel. This would move all tile pieces up one line and a new row would appear on the bottom. If you had anything at the top it would disappear from the screen.