Mechanism Maps

**Mechanism Maps** are a major map type within both the former Flash-based Bonk.io and the current HTML5-based Bonk.io, having a presence within them both.

This is an image of the map Pacthis by Querp, being based on the game Pac-Man. Within the map, mechanisms are present, allowing for the ghosts to move around the map.This is an image of the map Apocalypse by MuadDib, where meteors fall from the sky, hitting some buildings. In sync with this, there is a contraption below that triggers each of the buildings to fall downward after being struck.This is an image of the map Glitch ball by antidonaldtrump (AvB), generally viewed as the base point for the Deathball trend. The map uses a mechanism in order to kill the losing team after the ball has fallen into one of the gaps.By definition, these maps involve gameplay where there are created complex and/or novel mechanisms present that further add onto a map's gameplay. Oftentimes, these maps rely on stretching the elements and nuances of the Editor. They are also seen intertwined with other map types, such as PvP, Race/Parkour, and Weapon Maps.

A large amount of the Flash-based Bonk.io's famous maps include this, most famously involving many of the maps published by Querp, MuadDib, AvB, among others. Within the current HTML5 version, examples of this map type include Parkour Floors 2 by kklkkj and Pixar Lamp by *Amazing Squidd*.

### Impact

Repeatedly by maps within this type, they have found new ways of using the Editor and have allowed for there being more map-making options for the community to use. This was especially the case during the days of the Flash-based Bonk.io, when there were far fewer platform settings.

## **Tutorial**

Here's an example of a map using a basic mechanism within it. It will mention the primary tactics of creating a mechanism, applying it into a map, and refining it for others to play. For more information about these tactics along with more advanced information plus advice and demos, refer to the Guide below.

**1)** Start by Screwing Around With A Blank Slate Demo

In this stage, start with making a demo of your mechanism. In this case, there is a circle that is dangling off two rods attached to rectangles. However, when tested, the circle feels clunky with it being stiff.

**2)** Refine the Mechanism Demo

After creating the basic layout of your mechanism, refine it before adding into a real map. In this case, the rectangles were spaced out and the rod had damping and softness to it to make bouncing on it more functional and natural.

**3)** Add a Surrounding Around Your Mechanism

Adding a surrounding for your mechanism is sometimes needed to create a functional map with one. In this example, the map being made is icy mountains themed. To make this work, there is a gap between the mountains on which players can bounce onto the circle. However, if they miss, they will fall to their deaths. Note that the surrounding does not need to be fancy, it can be as simple as a few scattered platforms to allow for players to play around it, or a wall forcing them to stay near the mechanism.

*If your mechanism takes up the full visible map, this step can be skipped.*

**4)** Make Your Mechanism Fit In

The fourth and last stage of creating a mechanism map is making it fit in with it's environment, regardless of the map types it is added into. In this case, the main focus of the map was Art-based. As a result, the primary focus was on the detailing of it. With this, an icy texture was put on the mountains and the circle was changed into a rough icy ball. To keep the shadows realistic, spin drag was added onto the circle to prevent it from rotating too much.

If the primary focus of your map is PvP-based, aim to focus on the player interactions and the mechanism's contributions to it as the priority. In the case that it is Race/Parkour-based, make sure that the mechanism encourages competitive gameplay without it becoming an annoyance for players. For more information and resources about these map types, see their respective articles.

## **Guide**

Within Bonk.io, mechanism maps are easily the most complex and intricate map type in Bonk.io. The following is an project in early stages to provide a full in-depth guide for how to create mechanisms, applying them into maps, and refining them. The end product of this will build onto tips from the tutorial above, helping players who may be new to the map type or have some experience.

## Beginner

The following sections will provide information for what interactions create a basic mechanism, their applications into game, and how to create one.

### Section 1 - How Bonk.io Physics Differ From Real Life

Within Real Life, mechanisms are often used to create functional devices to accomplish a certain task, often relying on the application of belts, pins, cables, and other machine elements within a 3D Dimensional environment that is functional as long as energy is put into it. Meanwhile in Bonk.io, things work a little a bit differently.

Mechanisms in Bonk.io are restricted onto a layered 2D environment, can function indefinitely if desired, and are generally unable to use most real-world machine elements due to lag issues. With this, the options for players making mechanisms in Bonk.io is considerably limited. As a result, Bonk.io isn't necessarily designed to be a mechanism-making resource, likewise with Art Maps. However, by screwing around with settings and applications, mechanisms can be created and refined in Bonk.io, allowing for new and revolutionary approaches to gameplay in maps.

### Section 2 - Fundamental Properties of Mechanisms

#### What Counts as a Mechanism?

A mechanism, by definition is a system of parts that work together to function as a machine, which functions by having several parts and performing a certain task. Systems of less than three parts are not considered mechanisms by definition, though simple machines. With this, a platform simply rotating freely is not a mechanism, though the controlled swinging sweeper in Duck and Cover is.

#### Essential Elements

**Movement** in Bonk.io allows for platforms to directly interact with each other, being a required part for a mechanism to function.

**Joints** allow for the movement between platforms to be controlled in a predictable way. These include:

* Follows Path - A fixed line on which a platform is constricted to without ability to rotate.
* Rotating - A fixed arc on which a platform is constricted to rotate respectfully around a point.
* Springy - Similar to a Follows Path, though the platform can boomerang back towards the player. Has slightly more freedom of where to move, having the ability to move anywhere parallel to its angle.
* Soft Rod - Basically all of the aforementioned and more. It includes a rotation point that the platform can swing around, though this stretches like a spring. The platform has the ability to move anywhere given the applied force and customisation. The platform attached can also rotate independently on its own. Lastly, the platform can snap off the soft rod if enough force is applied onto the rod.

**Collisions** are another essential part that can be customised within mechanism maps. By organising different platforms' collide groups, certain shapes can pass through other shapes and players while others are prevented from doing so. This can allow for mechanisms to overlap, saving space. Additionally, they allow for potential excess parts of the mechanism to be non-collidable with players or be hidden, which can benefit gameplay and visuals.

### Section 3 - Applications With Gameplay

#### Understanding Gameplay Opportunities

Gameplay opportunities are places in a map where a player can beat out other players. This holds as a major component of PvP Maps and will be discussed more extensively in a future separate guide for this map type.

These opportunities include:

* Capture Zones *- Players can fill up to win the match.*
* Deadly Platforms *- Players will die on contact with this.*
* Outer Death Wall *- Players will die on contact with this.*

### Innovating Gameplay Opportunities With Mechanisms

These gameplay opportunities are shaped by the Map Properties and most importantly, platforms. Mechanisms are platforms working together to make an machine as discussed in Section 2. By having a mechanism, gameplay opportunities can be manipulated in a variety of ways, forcing players to use new tactics in-game in order to win.

When adding a mechanism consider which gameplay opportunities are you going to make it interact with and to what extent. By doing this, you can directly cater a mechanism to one of these opportunities.

* **Capture Zones** are easily the most versatile opportunity when it comes to mechanism influence. They can be directly moved by mechanisms or have players pushed away from it or directly killed trying to capture it with deadly shapes. An image of a mechanism including deadly shapes is on the upper right.
* **Deadly shapes** can only be influenced by non-deadly mechanisms that directly throw players into it, aside from other players. An example of this could be a spinning rope that throws players into a pit of lava if they grapple onto it with poor timing.
* The **outer death wall** is rarely created to have influence from mechanisms. Normally, singular platforms are instead used to influence the other death wall. In large part, this is due to their usefulness with the wall being outside of visible view for players. With mechanisms, the uses are nearly identical as with a player-added deadly shape.

Now with all of this background information about mechanisms in Bonk.io, you're now ready to learn about a basic mechanism in an interactive demo and decide how to build upon it.

## Intermediate

The following sections will provide information for the structures used to create complex mechanisms, when they should be applied or not, and of how to design and refine an original one.