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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

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
Match 3D
Triple Match
Tile Match
Match Triple 3D
none A 0.9 applied
game-design
mobile
casual
match-3d
hyper-casual
2026-05-10 pending
language framework
csharp unity6

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

  1. Triple Match 3D — Rollic 의 originator (2021, 100M+ downloads).
  2. Match Factory! — Peak Games (Zynga) 의 evolution + meta.
  3. 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

🤖 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