#Color Modules set 3

172 messages ยท Page 1 of 1 (latest)

sudden mauve
#

Simon Stakes, Simon's Fourier, Submarine Submarine, 3D Tree, Tedium Tree

#

#1199420979286380624

#

#1195219315281100811

#

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

sudden mauve
#

thank you to obvi opening my eyes to this

#

this "pain" i was describing

#

it is called artifical difficulty

#

i am artificialmaxxing the difficulty

ashen falcon
sudden mauve
#

i like to make painful manuals

ashen falcon
#

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

sudden mauve
#

this is true

#

however

#

i also want to see people suffer if these ever get implemeneted for some reason

ashen falcon
#

you could also just make the concept harder to wrap your head around rather than making it copy paste hell

sudden mauve
#

thats an interesting idea

#

i think all of the modules ive created are founded in copy and paste

ashen falcon
sudden mauve
#

I HAVE AN AWFUL IDEA

#

this gotta be my most painful one yet

#

so imagine rng crystal but more painful

ashen falcon
#

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?

sudden mauve
#

i would enjoy making a manual that would inflict pain to the reader

ashen falcon
#

does Spectre Maze fit that description?

#

making a manual that overwhelms the reader can also be done through terrifying concepts

sudden mauve
#

i have not seen spectre maze manyal

#

lets see

#

this has inspired a new awful module idea in me

ashen falcon
#

please do not rip my modules

sudden mauve
#

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

ashen falcon
#

can I hear the concept?

#

I want to judge the concept

sudden mauve
#

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

ashen falcon
#

how would the shape itself be a maze?

sudden mauve
#

i mean its a tile on a maze

ashen falcon
#

how big is the maze?

sudden mauve
#

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

ashen falcon
#

maximising pain is a bit tricky to do algorithmically

sudden mauve
#

id say 15 movements is alright

#

so maybe

#

30x30?

#

and to find the walls in the maze

ashen falcon
#

also will this shape leave holes? how does it tile?

sudden mauve
#

you can eithr

#

do really complicated

sudden mauve
#

like

ashen falcon
#

the shape is variable so how will it tile?

sudden mauve
#

it can

#

ill draw a picture

ashen falcon
#

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

sudden mauve
ashen falcon
#

are you just going to table them?

sudden mauve
#

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

ashen falcon
# sudden mauve

if those shapes intersect that's not a proper tiling and you'd just end up with some kind of graph theory jank

sudden mauve
#

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

ashen falcon
#

a graph

sudden mauve
#

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

ashen falcon
#

if the reward for gambling is that high people will just reroll and do it at the start unless you force something else

sudden mauve
#

hm

#

5% * 15

#

wait no

ashen falcon
#

no that's not how you do that

sudden mauve
#

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

ashen falcon
#

still it doesn't sound like good module design if the only goal is misery

sudden mauve
#

it is very not good design

ashen falcon
#

also I ended up nerfing that thing multiple times

#

like several other hard mods of mine

sudden mauve
#

at the same time i could just invert it so that there is only one correct tile

#

but i think that would be boring

ashen falcon
#

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

sudden mauve
#

im basically going for gamblers fallacy

ashen falcon
#

The Risky Wires in question:

sudden mauve
#

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%

ashen falcon
#

there are rules for 6

sudden mauve
#

how much do you want me to rephrase

#

in risky wires, gambling is more incentivized

ashen falcon
#

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

sudden mauve
#

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

ashen falcon
sudden mauve
#

update on the idea

#

its been modified to be password destoryer + maze

#

or a better way to describe it