Super 3match kit - with: AI, visual editor and modular gameplay editor

DEMO


Features:

  • Build levels fast and easy with the visual editor

  • Very low drawcalls with new unity 2d features

  • For mobile and desktop

  • Auto shuffle when no more moves

  • Special elements: padlocks and blocks

  • Various premade AI strategy

  • Commented c# code

  • Very easy even if you don’t have any programming experience

  • Modular gameplay editor to create different game experience:

  • Solo: destroy tiles versus time
  • Solo: collect gems versus time
  • Versus AI: collect gems
  • Versus AI: battle armor mode

…and more!

Now in asset store!

In next update: new ugui (unity 4.6) with auto-setup integration and bonuses.

Demo? I’m interested in the AI part, what kind of AI is it doing?

Could you make it where you only have a certain amount of moves then you lose and is there anyway you could have a scoring system.
3 in a row 50
4 in a row 100 and a special piece. (Piece gets the entire row or column)
5 250 and get a special piece. (Piece get all the same pieces of the same color)

If you could do this, I would be a buyer.

I’ll add it in next update.

The AI chose an useful move like:

  • search if there are a gem of the color specified in manual setup, and if not, search the second choice (and so on…)
  • try to collect the gem from the color that the enemy need the most, or from the color that is more fast to complete
  • try to damage the player HP with the gem that have the more effective color against him
  • a random (but useful) move

I’ll add a demo

Add demo:
DEMO
notes:

  • press space to return to main menu
  • asset don’t include sound file, but you’ll can add its with a simple drag and drop in editor gameplay menu
  • this demo use the old gui, next asset version will have a new gui with uGUI

I add these options for the next update:

I don’t quite understand your battle mode, can you explain more? I see in your video demo, AI also can get more than 100 health?

Player and Enemy have different resistance versus different color (or the same if you like).
For every color you can choose from:

  • normal = basic damage
  • weak = basic damage * 2
  • strong = basic damage / 2
  • immune = no damage
  • absorb = instead of take damage, get heal from the same value of the basic damage

So if basic damage is 2 and enemy have armor red gem = normal, blue = weak and so on…
If the player explode 3 blue gems, enemy hp decrease of 6.

And player have armor too, so same rules are applyed when enemy move. The enemy AI will try to explode gem with the color more dangerous for the player.

I take this idea from my old game Zodiac Mania (it not was done with unity)

https://www.youtube.com/watch?v=QFZh7Ip27ZA

from 0:20 you can see a battle with these rules. The AI in the super 3match kit is better.
In this video, destroy tiles heal hp too (ad you can turn this game mechanic on/off in this asset too.

So you are free to set the armor resistance of each color form player and enemy as you like from (normal, weak, strong, immune and absorb)

Player and AI can have the hp that you like. So yes, you can make enemy with more (or less hp) than the player in order to make more difficult or easy the challenge. In games, boss usually have more hp than the player and generic enemy less. You are free to set any positive values that you like.

When you looking at releasing the new update for this? I’m having a play around with it at the moment and I’m impressed with it

Thank you (you could review it in asset store if you want)! It will ready in about 2 weeks.

I just bought the system and looks great. With the certain amount of moves then you lose could you also make it where to finish you have to get a certain score too. For example, you only have 60 moves to get 25,000.

I just thought of another idea. If you get an “L” shape like this
O
O
O O O

Could there be a special piece for this as well. It would blow up nine of the closet pieces after a delay for waiting for the pieces to fall down around it.

Finally, could there be a 3 star system. Like one star just for passing, 2 stars for intermediate, and 3 stars for highest.

I’ve tried to change the gems to something I got off the asset store, but couldn’t get it to work.

Do I just have to update the gems, or is there something else I need to do first.

Thank you :slight_smile: Is there anyway that you could have it be timed to get all the unlocks unlocked? Also is there anyway we could get some gems to spawn underneath the locked ones. It just doesn’t look right with nothing underneath.

I couldn’t find “reach target score” option. I only had “destroy all tiles” “enemy hp is zero” and “collect gems”

Sweet, I’ll be leaving a review for you at the end of the week once I’ve finished having a good look at it

I’m still a bit confused. So wouldn’t the best way is to set everything to Absorb, meaning enemy can’t attack me?

This will require a different kind of gem-bound. I’ll put this in to-do list, but not for the next update.

Usually in 3 match games, locked don’t spawn gems. I will consider another kind of gem-bound, but I don’t promise nothing about that.

Of course, I have add it just yesterday working on next update, so you will find it in a couple of weeks :slight_smile:

Set every on Absorb meaning that every enemy attack will heal you, so will be impossible for the enemy win. It will like a sort of God-mode.
So it is possible but not is the “best”, because it not will be fun. Absorb is the more powerful armor type, so I suggest to use it with parsimony: have it in only a gem color will give by itself a strong advantage. Or even reserve it for the most powerful enemy boss.