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Development Notes from xkcd's "Machine" (chromakode.com)

754 points by chromakode · 828 days ago · 82 comments on HN

Article summary

The article discusses the development of xkcd's 'Machine', a collaborative Rube Goldberg machine builder game, created in three weeks by a team of developers. The game allows users to create and submit their own machine tiles, which are then moderated and connected to form a large machine. The developers had to make design decisions to balance player expressiveness with the need for a functional and engaging game. The game's architecture and physics engine are also discussed, including the use of snapshots to create a seamless experience.

Main themes

  • Game development
  • Collaborative design
  • Physics engines
  • Moderation and feedback
  • User-generated content
  • Game architecture

What commenters say

  • The game's use of snapshots to create a seamless experience is a clever solution to the problem of simulating a large and complex machine.
  • The game's design prioritizes player expressiveness over realism, which may be seen as a limitation by some players.
  • The lack of explanation for certain game mechanics, such as the different properties of colored balls, may be confusing for some players.
  • The game's moderation process is necessary to ensure a smooth and enjoyable experience, but may be frustrating for players who submit tiles that are not accepted.
  • The game's development is an impressive achievement, especially given the short timeframe in which it was created.
  • The use of a physics engine and user-generated content creates a unique and engaging gameplay experience.
  • Some players may be disappointed to learn that the game's machine is not fully simulated, but rather composed of snapshots and hand-picked tiles.
  • The game's design and development process can be seen as a trade-off between realism and playability, with the developers prioritizing the latter.