36 Triangles

// Images: jigsaw puzzle, sliding puzzle, some other tiling puzzle

Constraining Rotation

In a typical tiling puzzle you can shift, and rotate, and flip pieces. Often the player can do any of these in any order, without limitation, until they reach a solution state. Can we change or limit these operations to make interesting new puzzles?

// Image: slide puzzle solution state sometimes boring

Sliding puzzles have a lot of interesting ways to constrain movement. The drawback of sliding puzzles is that they are too focused on making moves in the right sequence, instead of discovering an interesting end state. I want to make a rotation-restricted puzzle where the solution state is unknown and interesting, and where pieces can be freely placed or removed in any order. Here are some ways to do this:

All of these schemes restrict pieces to discrete locations, often on a lattice grid (an irregular arragement of holes could be an interesting thing to explore in the future).

// Image: square lattice, equilateral triangle holes

I chose a square lattice with polyomino pieces (4 orientations) and equilateral triangle holes (3 orientations). In combination this locks pieces the way asymmetric holes would, but with a bit more pleasing visual symmetry.

// Image: pieces are effectively orientation locked

In my current iteration pieces are all rectangular, which means they are overconstrained (pieces can't be turned 180º and placed, but even if they could this wouldn't change the puzzle)

Beta Testing

Physical properties

Finding An Interesting Challenge

// TODO