Ruckingenur Challenge

A little bit over a month ago, Ruckingenur II hit Hackaday. Since then, I’ve had over 6000 downloads. Many of you have called out for more levels, which take a great deal of time to make. Others have called for me to create a level editor, something that I wasn’t entirely comfortable with, as I prefer to create games, not tools. As semi-detailed in the previous post, I’ve toyed around with the idea of making more Ruckingenur, but kept on coming up short. A flash of insight today, however, changed my thinking. Introducing…

(That’s the last flashing LED GIF – I promise!)

So here’s the deal:

Phase One

  • You design a puzzle for Ruckingenur.
  • All puzzle designs must be in on or before October 15th, 2008. (That’s two weeks from today, for those of you who don’t know what day it is.)
  • You do not code anything, nor do you create any game art. This is purely design of the puzzle.
  • You may submit as many entries as you want.
  • If I receive fifteen (15) or more complete submissions, I will make a special version of Ruckingenur capable of playing levels created with the included level editor.
  • The author of the best submission will win a Ruckingenur prize pack, most likely filled with electronics related prizes!
  • Submissions may be emailed to me at zachbarth@gmail.com

Design Requirements

  • Your submissions should include the following:
    • A short description of the puzzle, including an objective.
    • A semi-detailed description of the internal state, i.e. how the device works. It’s a good idea to think of your device as a state machine.
    • A short description of a possible solution. More solutions make for a better puzzle.
    • A list of all test points, describing:
      • How their voltages are determined.
      • How pulsing them high and low effects the state of the device.
      • How they respond to serial data, and when they emit serial data.
      • What registers are available if the test point corresponds to a debug pin on a chip, and how their values are generated and affect the device state.
    • Some sort of quick drawing (mspaint is fine) detailing the layout of all components and interface items.
    • A list of any special art or rendering your puzzle would need. Assume that the level editor will include common components like chips, LEDs, switches, and displays and tools to draw common things like circuit boards and tracks between components.
  • I suggest you play through Ruckingenur II again, paying attention to these details in the puzzles.
  • A good puzzle shouldn’t let a player get stuck in a loop of unsolvability, where they’ve done something preventing them from solving the puzzle, yet are unaware that they are stuck because of it.
  • A good puzzle shouldn’t require a player to use trial and error to solve the puzzle.

Phase Two

  • After I finish the level editor, I will release it to the public. There’s a good chance that people who submitted an entry in Phase One will receive it earlier than those who didn’t.
  • You create a level. While you won’t have to create any artwork, you will have to program the implementation (most likely in Python Lua, something you should look into if you’re interested in this).
    • If you intend to create a level, you should really submit the design in Phase One. This will help me judge what functionality is needed in the level editor and ensure that it can create puzzles with sufficient richness and depth.
  • You send me your level. I will work with everyone who submits a level to make sure that all the levels fit together coherently and with a uniform implementation of the mechanics. While I worry that this may seem authoritarian to some people, that’s really not my intention – I just want to make sure that, because of the uniqueness of Ruckingenur puzzles, everyone’s puzzles fit together.
  • After collecting all the finished levels, I will sort them by difficulty and release a special Community Edition of Ruckingenur. Everyone who created a level will be gratuitously credited.
  • Everyone wins!
  • The author of the best puzzle might win something extra!

Constructive commentators are encouraged to leave constructive comments. If you have a question, ask it in the comments so everyone can see – I’ll answer it there. Otherwise, start working on those levels!

12 Comments to Ruckingenur Challenge

  1. Ryan Fox's Gravatar Ryan Fox
    October 1, 2008 at 1:34 am | Permalink

    Do you have a specific theme in mind? ie: Do you want more military-themed puzzles?

  2. Zach's Gravatar Zach
    October 1, 2008 at 10:40 am | Permalink

    I don’t have any theme requirements, so you’re free to design whatever you want. A few themes I’ve used for these sorts of puzzles are the vague military theme (used in Ruckingenur II), the hacking everyday items theme (i.e. you’re at the laundromat but out of quarters), and the corporate espionage theme (i.e. reprogram a competitor’s device).

  3. Yoshi's Gravatar Yoshi
    October 1, 2008 at 5:20 pm | Permalink

    Just a bit of advice I found helpful while doing phase one, use something like ExpressPCB, because it has both PCB software and schematic software, and it can export to an image file. Plus it’s free, and I found it faster than even mspaint.

  4. Nicholas's Gravatar Nicholas
    October 1, 2008 at 8:14 pm | Permalink

    Awesome! Great idea Zach! Ruckingenur is one of the greatest games I have played in a *long* time.

  5. Bryan Cromwell's Gravatar Bryan Cromwell
    October 1, 2008 at 8:49 pm | Permalink

    You also should think of a Hint/help system or a I give up give me the answer system. I don’t think I ever did figure out the last two levels, I am just a hobbiest.

  6. acidflash's Gravatar acidflash
    October 2, 2008 at 8:19 am | Permalink

    I’m thinking a cable box and / or a sat receiver.. hack it for free tv or something 🙂
    P.S. Thanks for putting so much time into this game, know it’s worth it!

  7. October 2, 2008 at 10:21 am | Permalink

    Including any sort of “solve” or “hint” in the game would ruin it in my opinion. It’s too tempting to just click the hints or solve to see how it’s done if it’s there. It took all of 30 minutes for me to muddle my way through all 4 puzzles, very fun, I would love to see more.

  8. October 2, 2008 at 11:45 am | Permalink

    I absolutly LOVED Ruckingenur II and will deffo be looking into designing a level or two. The only thing I noticed was that some people can breeze through Ruckingenur II, and some people have a little more trouble. (Those people are not necessarily non-engineers, Ruckingenur II is more of a puzzle game anyway). Would it be possible to have puzzles of varying complexity?

  9. Zach's Gravatar Zach
    October 2, 2008 at 2:34 pm | Permalink

    Bryan: A hint system is unlikely, for reasons parallel to Knightmare’s comments. I intend to add a spoiler tag to my comment system, though, to facilitate people helping each other through page comments.
    Erant: That’s also fairly unlikely, as the challenge of a puzzle is often intrinsic to the puzzle itself. Because the Community Edition should have more than four puzzles, however, there should be a better variety of difficulty between the levels.

  10. theFear13ss's Gravatar theFear13ss
    October 2, 2008 at 3:17 pm | Permalink

    One thing I’d like to see is the ability to damage components due to improper testing. say using a 5V pulse on a debug port. Great job with the game, definitely has got me more interested in the concept.

  11. October 6, 2008 at 12:33 pm | Permalink

    I’m sure this will wet your appetite:
    LHC Access Control System tutorial
    http://cdsweb.cern.ch/record/1094573

  12. cyberjacob's Gravatar cyberjacob
    February 5, 2009 at 9:00 am | Permalink

    just love the game, simple as that!