Partial cogs & player goal
After adding compound cogs the next thing I wanted to do was create partial cogs. This allows a lot of interesting setups where a cog can be driven in turn by multiple different parent cogs, with the speed and/or direction of the child cog alternating.
I found a lot of cool YouTube videos for inspiration:
I spent a while thinking about how to do this before realising it was possible with minimal changes to the existing code - I just needed to move the hit calculation into the update loop (instead of when cogs are repositioned), and then edit the colliders into semi-circles, or whatever partial shape I want to use.
This was surprisingly effective, and allowed me to start creating some cool systems:
So now the question is, what will the player’s goal be?
Since ditching the falling balls, I’d had a vague idea that the goal would be to create a system that outputs a specific timing and/or rhythm. Ultimately, this could be visualised as a piece of machinery, for example:
- There are bottles moving along a conveyor belt. You have to setup gears that activate the “capper” at the right moment to cap each bottle. Cap 10 bottles to complete the level.
There could be a lot of variation and complexity layered on top - for example, maybe the bottles don’t come on a uniform beat, but three in quick succession followed by a pause. Or perhaps they need filling rather than capping, so the machine has to activate for a time, then deactivate for a time. Or perhaps there’s a need for the direction to reverse.
All of this should in theory be possible with the system I had. For a quick implementation, I created switches and then activator arms attached to the cogs, and rather than building any machinery for now, I decided to just make a cog and switches that the player could try to match.
Here is an example, with the “target” on the right and the player’s system on the left:
However, it soon became apparent that my system was not precise enough for partial cogs.
If I have a driving cog that’s a half-cog, I expect the cog that it turns to rotate 180 degrees exactly. If it turns a few degrees too few or too many, the difference will build up over time and it will be impossible to make a nice looking machine that can keep running to fill 10 bottles.
Secondly, as I mentioned earlier, I wanted to support the idea of a cog having two or more alternating parents. If these parents get out of sync the system will jam.
I couldn’t say for sure whether this is crucial to the game. At the moment, I still haven’t created specific puzzles - but I have had fun just playing around with the scene, and I still have a strong hunch that these elements can be used to make fun puzzles.
I needed to do some maths.
Cogs! Sandbox & Puzzles
Build gear systems to your heart's content!
More posts
- Closing Cog-itationsJan 19, 2022
- Taking stockJan 14, 2022
- VisualisationJan 14, 2022
- From colliders to mathsJan 14, 2022
- Compound CogsJan 05, 2022
- Attempting physicsJan 05, 2022
- Cog LogicJan 05, 2022
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