Wohoo! im da winner!
great comp schmittd! lots of fun! ..can you post r7 anyway haha id like to see if all of us can solve that badboy (:
Wow that was a pretty good shot tho rianbay! There is somthing startlingly interesting about this round that i suspected might happen, because the level is pretty close to impossible. I too had to make multiple machines connected at the base as well under one weight, but i did it earlier in the week because i knew it had to be done and i would need much time to tweek (plus i knew i was gonna party wed thur fri and saturday for the fourth of july with friends

) ...so i didn't do much experimenting with separate mechanisms. and rianbay if you look at your design vs. mine, the reason i could tweak mine to victory quicker was even tho multiple mechanisms were attached, the way i did it held a few of these variables constant, so i had less to worry about when tweaking (although it was still hell)
*interesting theory under construction.. if you wanna read thru the following b.s*
*edit: yea wow a lot of this is directionless babble but you can use it to reach some interesting conclusions
here's my solve
http://www.fantasticcontraption.com/?designId=11769153 LOOK AT HOW SIMILAR THIS IS TO RIANBAY'S. completely nuts. here is a theory for why our designs were so similar (unless rianbay peeked at my design id's but i really doubt it) : as a level approaches a number of designs that will work of 0,
regardless of difficulty, the number of solutions approaches zero...this leads to some interesting insights; when the number of concepts that can solve a level reaches 1, that level has reached its maximum
potential for difficulty. (excluding tweaking and disregarding speed and badges) and is as close to being impossible as possible
now, with this in mind, i see two variables left to determine the difficulty.
size of the build area and the environment. these are variables for a calculation of difficulty because they determine how many different concepts can be made, and how many can be ruled out (via environment). for example, a proven solved level with a build area the size of a long wood rod is very close to impossible, because you can only place down a wood rod to solve the level (only one mechanism works). but it is also very easy because the number of possible mechanisms is only 2, wood rod or water rod. environment matters as well, because sometimes its obvious what will work and what won't, for example some levels can only be solved with a pult, ruling out most arm mechanisms that cant pult well. so, if you have a very large build area like in this level, with nearly infinite choices for mechanisms, and you have to find one that will work, your only choice is to use what you can gain from your environment to solve the level, which defines the solving abillity of the player in this game- how well the contraptioneer can rule out what wont work based on the environment. the designs needed to be both very complicated and very specific because the level was nearly impossible and rianbay and i drew up what we could based on the environment we were put in..
our deisgns were similar beacuse of the environment and build area size only allowed one or two different methods for solving, and the level was very difficult because it was hard to rule out what would and wouldn't work based on the environment
so keeping these variables in mind:
number of solves that will work
environement
build area size
difficulty
roll with me here a lot is wrong with this theory and i did not articulate my thoughts very well but im gonna fix it up..just really tired today there is also a lot of interesting things that i will soon be able to explain...
also rianbay...na na na bo bo im better than you stick your head in do do.
