#Color Modules set 3
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Simon Stakes: Unfair's Forgotten Ciphers
Simon's Fourier: ENA Cipher
Submarine Submarine: Blue Cipher
3D Tree: Yellow Cipher
Tedium Tree: 3x3 Yellow Cipher
Simon Stakes
Press an LED flashing in additive morse code based on its flaw
basically
its simon sends v2
and really hard
Simon's Fourier
Identify the images drawn simultaneously by three fourier series
this is the module i was talking about that was
that probably IS impossible to implement
because it has so much strangeness
Submarine
Do math based on compounded words
3D tree
do coinage but painful
Tedium Tree
(partial manual)
like 3D tree, but on a 7D polyhedra
i didnt forget to skip the pain
im really happy with Simon's Fourier
because i can only imagine it
if it were theoretically possible to make
to be really painful
this was the "octadecayotton" i was talking about
k wanted an octadecayotton but easier to read, but still requires defuser sided work
thank you to obvi opening my eyes to this
this "pain" i was describing
it is called artifical difficulty
i am artificialmaxxing the difficulty
that's not a good idea though
i like to make painful manuals
it's better to have hard concepts than hellish executions
like I've made several nasty modules, but all of them have their difficulty rooted in their respective core concepts
which makes them a lot more enjoyable overall
this is true
however
i also want to see people suffer if these ever get implemeneted for some reason
you could also just make the concept harder to wrap your head around rather than making it copy paste hell
thats an interesting idea
i think all of the modules ive created are founded in copy and paste
...that's literally aiming for less artificial difficulty
I HAVE AN AWFUL IDEA
this gotta be my most painful one yet
so imagine rng crystal but more painful
You know no one would play it, right? That's just straight up not fun. Additionally, consider that RNG Crystal was released as an April fools joke
A design philosophy I once heard was: "If you wouldn't enjoy playing it, why would you make it?" With that in mind I'd like to ask you: Would you really want to play a worse version of RNG Crystal?
i would enjoy making a manual that would inflict pain to the reader
does Spectre Maze fit that description?
making a manual that overwhelms the reader can also be done through terrifying concepts
i have not seen spectre maze manyal
lets see
this has inspired a new awful module idea in me
please do not rip my modules
its not a rip off
i could just
i could combine the previous idea with this one if i felt truly evil
i cannot wait to write this manual
i have a truly awful idea
possibly my worst one
the lower the score you give the better
so basically
we have like
a 8-20 sided shape
(2D)
and its a maze
but
of course we dont know what the maze is
and all you need to do is get to the edges
but the walls
there is 2 walls per tile
how would the shape itself be a maze?
i mean its a tile on a maze
how big is the maze?
you have a 1/10 chance of hitting a wall if you just guessed
dont know
im trying to think
the optimal maze to cause as much pain
without being too long
maximising pain is a bit tricky to do algorithmically
id say 15 movements is alright
so maybe
30x30?
and to find the walls in the maze
also will this shape leave holes? how does it tile?
it can tile on itself
like
the shape is variable so how will it tile?
how does one figure out for any given shape how it's laid out on the plane
some shapes have multiple tilings
some shapes have tilings with weird layouts that makes every single one of them different
are you just going to table them?
they cant be tabled
so to figure out the walls
you can do some semipainful calculations to find 2 walls
or you coudl just gamble
if those shapes intersect that's not a proper tiling and you'd just end up with some kind of graph theory jank
if thats what it is
i would imagine it is like a 3D maze
where the paths lead to different layers
and thats why the tiles overlap when represented in 2D
i think 2 walls is too much
its going to be 1 wall per tile
a graph
just to really make it feel that you can gamble
i would imagine there is no set graph
maybe the maze displays a number or something
combined with previous numbers or edgework
to determine the wall
if the reward for gambling is that high people will just reroll and do it at the start unless you force something else
no that's not how you do that
95%^15
ooh
thats not a good ratio
i dont want it to be 2 tiles thouh
its possible that could make calculations less painful and require more movements
or decreate the max sides
i want to make the sides as small as possible while still incentivizing gambling
9-12 sides?
still too much chance
27% to just guess correctly every time
i could also just scrap the jank and make a graph maze
nah
and if i felt really lazy
to discourage people rerilling for rng
i could make it so that the module is only solvable once 33%+ modules are solved
like it "unlocks"
the goal is to make people suffer after all
still it doesn't sound like good module design if the only goal is misery
it is very not good design
that's how BeanA ended up existing but I at least stuck to staying quirky and adding a few interesting things
also I ended up nerfing that thing multiple times
like several other hard mods of mine
at the same time i could just invert it so that there is only one correct tile
but i think that would be boring
just don't leave things up to probability imo
if you want to force people to struggle, aim for something that can't be automated or lucked through, which most of the time will force you into unique concept territory
im basically going for gamblers fallacy
The Risky Wires in question:
risky wires i dont think
it doesnt punish you enough for losing in my opinion
i dont think anyone cares if they fail a gamble
and also risky wires it is intended for you to gamble
but for this idea, you could do some pain math
but yknow 90% is basically 100%
or you could not gamble and do the actual rules
there are rules for 6
I mean, do you want people to be tempted to gamble or not?
people are even willing to take the 1/3 on Web Design
i want people to be very tempted to gamble
but also to be very likely to get a strike if you gamble most of the time
it just wouldnt work when theres enough time to solve the module
maybe could make the module timed
me included