f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
194 lines
5.9 KiB
Markdown
194 lines
5.9 KiB
Markdown
---
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id: wiki-2026-0508-triple-match-3d
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title: Triple Match 3D
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Match 3D, Triple Match, Tile Match, Match Triple 3D]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [game-design, mobile, casual, match-3d, hyper-casual]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: csharp
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framework: unity6
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---
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# Triple Match 3D
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## 매 한 줄
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> **"매 3 개 의 same item 의 collect — 매 satisfying haptic loop"**. 2021 Triple Match 3D (Rollic) → 2022 Match Factory! → 2024 Match Triple 3D 의 evolution. 매 'tile-match' subgenre 의 mobile casual 의 leader — 매 7-slot tray + 3D physics + 매 daily LiveOps 의 핵심.
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## 매 핵심
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### 매 core loop
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- **3D 환경 of items**: pile/scene 의 visible items.
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- **Tap to pick**: tap → item 의 7-slot tray 의 send.
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- **Match 3 of same**: tray 의 3 same items → auto-clear.
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- **Tray full = lose**: 매 7 slots 의 fill → game over.
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### 매 progression
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- **Level structure**: handcrafted scenes (50+ unique) + procedural variations.
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- **Booster system**: undo, freeze, shuffle, +3 slots — 매 IAP 의 hook.
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- **Daily challenges**: 매 reward calendar 의 retention engine.
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- **Meta layer**: collection album, area decoration (Match Factory! style).
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### 매 응용
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1. Triple Match 3D — Rollic 의 originator (2021, 100M+ downloads).
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2. Match Factory! — Peak Games (Zynga) 의 evolution + meta.
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3. Tile Busters — Playrix 의 entry.
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## 💻 패턴
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### Tray + Match Logic (Unity C#)
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```csharp
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public class MatchTray : MonoBehaviour {
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[SerializeField] int capacity = 7;
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List<Item> slots = new();
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public bool TryAdd(Item item) {
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if (slots.Count >= capacity) return false;
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// 매 same-type items 의 그룹화
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int insertIdx = slots.FindLastIndex(s => s.type == item.type) + 1;
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if (insertIdx == 0) insertIdx = slots.Count;
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slots.Insert(insertIdx, item);
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item.MoveTo(GetSlotPosition(insertIdx), 0.3f);
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StartCoroutine(CheckMatchAfterMove());
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return true;
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}
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IEnumerator CheckMatchAfterMove() {
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yield return new WaitForSeconds(0.35f);
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for (int i = 0; i + 2 < slots.Count; i++) {
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if (slots[i].type == slots[i+1].type && slots[i].type == slots[i+2].type) {
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ClearMatch(i, i+2);
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yield break;
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}
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}
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if (slots.Count >= capacity) GameOver();
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}
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void ClearMatch(int start, int end) {
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for (int i = end; i >= start; i--) {
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slots[i].PlayMatchVFX();
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Destroy(slots[i].gameObject, 0.4f);
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slots.RemoveAt(i);
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}
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Haptics.Light();
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ScoreManager.Add(30);
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}
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}
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```
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### 3D Pickable Item
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```csharp
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public class PickableItem : MonoBehaviour {
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public ItemType type;
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Rigidbody rb;
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Collider col;
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void OnMouseDown() {
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if (!IsTopOfPile()) { ShakeNo(); return; }
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if (!MatchTray.Instance.CanAccept()) { ShakeNo(); return; }
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rb.isKinematic = true;
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col.enabled = false;
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MatchTray.Instance.TryAdd(this);
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SoundManager.Play("pick_pop");
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}
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bool IsTopOfPile() {
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// 매 raycast 의 위 → 매 obstruction 의 X
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return !Physics.Raycast(transform.position, Vector3.up, 0.5f);
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}
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}
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```
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### Booster: Undo
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```csharp
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public class UndoBooster : Booster {
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Stack<Item> history = new();
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public void Record(Item item) => history.Push(item);
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public override void Activate() {
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if (history.Count == 0) return;
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Item last = history.Pop();
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MatchTray.Instance.Remove(last);
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last.ReturnToScene();
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Spend(1);
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}
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}
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```
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### Difficulty Curve
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```csharp
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public static class DifficultyCurve {
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public static LevelConfig Generate(int level) {
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return new LevelConfig {
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uniqueTypes = Mathf.Min(6 + level / 5, 14),
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totalItems = 30 + level * 3,
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obstructed = level >= 10,
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timeLimit = level >= 20 ? 90f - level * 0.5f : 0f,
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};
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}
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}
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```
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### LiveOps Daily Challenge
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```csharp
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[Serializable]
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public class DailyChallenge {
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public string id;
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public DateTime date;
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public int targetMatches;
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public ItemType requiredType;
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public Reward reward;
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public bool Check(MatchEvent e) {
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if (DateTime.UtcNow.Date != date) return false;
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if (requiredType != ItemType.Any && e.type != requiredType) return false;
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progress++;
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if (progress >= targetMatches) GrantReward();
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return true;
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}
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| pure casual, fast loop | 7-slot tray, no time limit |
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| meta progression 매 retention | collection album + area unlock (Match Factory!) |
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| difficulty 매 increase | unique types + obstructions, not slot count |
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| monetization | booster IAP + ad-rewarded continues |
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**기본값**: 7-slot tray + 50 handcrafted levels + booster IAP — 매 proven Rollic formula.
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## 🔗 Graph
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- 부모: [[Game Design]]
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- 변형: [[Match Triple 3D]]
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## 🤖 LLM 활용
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**언제**: 매 level layout brainstorming, theme generation, daily challenge variation.
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**언제 X**: 매 difficulty tuning 의 final — 매 player data 의 driven.
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## ❌ 안티패턴
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- **Random pile**: 매 unsolvable layouts → frustration. 매 hand-tested 의 X 매 unsafe.
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- **Booster paywall**: 매 ad-rewarded option 의 X → churn.
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- **Slot count 의 increase**: 매 difficulty 의 fake — 매 type variety 의 better lever.
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- **No haptic**: 매 'satisfying' core feel 의 lost.
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## 🧪 검증 / 중복
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- Verified (Rollic blog, Sensor Tower 2024 reports, Match Factory! GDC talk 2025).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — Triple Match 3D genre analysis + 5 Unity implementation patterns |
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