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by Xill » 6 Sep 2020 3:29
Hello, First of all I really don't want to hijack forum, but I think people who wants to get into lock picking might benefit from this. I made an app that simulates lock picking and introduce players how locks work and how they are picked. I think, it is pretty close to the real thing as much as it can be, as a game. Also it would be great getting feedback from experienced pickers. I hope you don't mind me sharing my game here. By the way I was gonna make games name Lock Picking 101 but changed it to Lockpick 101 partly because of this forum's name  Here is the link for the game : https://play.google.com/store/apps/deta ... k101&hl=en
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Xill
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by 1d4 » 6 Sep 2020 11:00
Very cool. I think it would be an especially useful tool in demonstrating to people who have no knowledge of locks how a pin tumbler lock works and the concept behind how picking works. It sure seems easier than trying to explain to someone with just your words how a lock works (I have tried, always unsuccessfully - some sort of visualization is needed to understand how the internals of a lock works). I haven't played your game, but I watched the video in the link you posted. It looks like your game does a good job at showing the mechanics of how a hook might work in a lock. Are there options for other types picks or rakes? Also, after learning how a pick can be used to set pins, the next thing to learn is how to tension. In my opinion, the movement of the pick is less than half of the equation in picking. Proper tension takes the most practice to learn. Would love to see some sort of option in your game where varying levels of tension can be applied. No or too little tension, and the pins don't stay set. Too much and everything binds. Showing how a pin can be overset and "stuck" too high in the chamber so that the bottom pin is blocking the shearline would be an important element for a realistic simulator as well. I imagine that programming the physics of all that could get pretty complicated. I suppose it all depends on what you are trying to accomplish and who the target audience is. It really looks like a good tool to help people visualize how to pick a lock - I would probably recommend it to someone who has never tried to pick a lock before and is curious about learning. Good job!
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1d4
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by Xill » 7 Sep 2020 13:54
Thank you for getting interested in the game to write detailed insights even though you didn't have a chance to play it.
-Unfortunately there is no rake in the game(rake could create numerous bugs because of different angled surfaces and force calculations) but you can kinda do zipping with picker, also there is a long hook to reach places short hook can't. -There is tension in the game, it is repsented as a tension slider on the right bottom, you can see it in the video too. If tension is not high enough pins doesn't set, if it is too high pins get stuck, if it gets lower after pin set, pin falls down. -Over setting happens when you push pins too high and apply too much tension, unfortunately it is same as applying too much tension(mechanics wise so it is not a new thing apart from above). Also again unfortunately for performance reasons driver pins and key pins are stuck to each other. By the way i guess it worth mentioning locks also has a binding order.
Well, my purpose is making the most realistic lockpicking simulator while keeping some game elements and performance considerations. Also not cluttering screen too much. (Otherwise a front of keyhole view for sets and false sets would be nice too)
Also some knowledgeable people suggested me giving haptic feedback(vibrations fo phones) for some situations(currently there is no haptic feedback) and changing behavior of binding pin. Would you think stuck pins and binding pins(only if tension is high enough) giving a haptic feedback would be cool and/or accurate? Also binding pin slows down right now and I am suggested that it would be better if they stop when tension is high enough. So my other question is would it be better if binding pins stop (again only if tension is high enough) and become a little harder to move?
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Xill
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by 1d4 » 7 Sep 2020 18:28
Oh, I see the tension slider now. That's great. It sounds like you really did a thorough job at making it as realistic as possible. I'll try out the app and report back with how it goes. 
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1d4
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by femurat » 13 Sep 2020 2:13
WOW that's an accurate game! I've tried the first 4 levels and I like it. There's a lag when I move the pick, when I drag it in and out it's very slow. Its there a way to make it stay under my finger and not look like a rubber band is slowly pulling it? Cheers 
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femurat
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by Xill » 13 Sep 2020 4:57
In settings you can change smooth to sharp. It should make it mave faster and shouldn't have lag. But still it will move like it does before and won't stay under your finger. I will keep your suggestion in mind. Thanks for the feedback 
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Xill
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by 1d4 » 13 Sep 2020 14:20
Tried out the app this morning. I played with the graphics setting on High, Physics on High, and Controls on Sharp. I scored 1 star on the first level. 2 stars on the second level, and I just could not get past the third level with the serrated pins. As I mentioned before, this game does an excellent job at showing the mechanics of a pin tumbler lock and accurately depicts the mechanics behind picking. I also liked the book in the game that gave explanations for everything. As a playable game, I did not like how the pin that needed to be set next was highlighted in yellow - maybe that is just in the first levels as part of the learning curve, but obviously a large part of the challenge of picking is not knowing what pin needs to be set next. It was also a bit unclear why my phone was vibrating as much as it was. Too much tension, I think. But perhaps a short 1 second vibration would provide a better experience than a constant vibration. Also, the deep hook is REALLY deep. It would have been nice to have an option for a medium hook. All in all, good job, I am impressed with the game. I think the fact that I was unable to get past level 3 says a lot more about me and my ineptness at gaming and using phones in general than it does about your app. Thanks!
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1d4
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by Xill » 13 Sep 2020 15:41
Thanks for trying out  First of all, getting used to controls takes some time i agree with that. Also on Physics High game is much harder, and hook is really unforgiving about collisions. If you want it to be somewhat easier, you can set physics to low. That way hook becomes much more easier to pass through pins that are blocking the way. By the way picker can rotate; most people who had trouble with stage 3, didn't notice pickers can rotate. After stage 6, highlighing of pins goes away. Explanation about vibrations are asked if you would like to watch is after stage 6 too. Basicly when player uses a little more tension than what would set the pin. That binding pin gives haptic feedback like when binding pin gets stucks and you can feel it (but this time constantly  ). Also stuck pins give that haptic feed back too. Vibrations are on as long as tip of picker is in contact with pin under those conditions. But, you are right, vibration only on contact would be also more accurate too. I may change that in the future I'm a little concerned about playability for general public, i thougth constant feedback from binding pin would be more easy to get. I guess constant feedback from stuck pin is fine but, about binding pin I'm not sure to be honest..
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Xill
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by femurat » 15 Sep 2020 16:09
With physics high in settings it works a lot better. I was able to pass a couple more levels. Thanks! Cheers 
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femurat
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by Xill » 15 Sep 2020 18:06
With high physics it should be more accurete but harder actually (ex. hook stucking every pin etc.) , which settings you like better is best, I guess 
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Xill
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