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