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넘즐 제작일지 2편 – 우등생 NPC와 변화무쌍한 청록색

by 한수수 2025. 8. 26.

넘즐 제작일지 2  우등생 NPC 변화무쌍한 청록색

 

 넘즐은 5개의 숫자카드와 4개의 연산기호 더하기 빼기 곱하기 나누기가 있었고  숫자카드 2개로 2자리 숫자도 만들  있다. 
목표숫자에 가장 근접한 수식을 만들기만 해도 점수를 얻는 형태였고, 
아래쪽에 스크롤하면 오답노트가 있어서 점수를 매기는 형태였다.
   Numzzle had five number cards and four operator cards: plus, minus, multiply, and divide. 
You could also create two-digit numbers by combining two number cards.
The scoring system rewarded you for creating a formula that gets as close as possible to the target number,
and when you scrolled down, there was an “answer notebook” to show how the points were calculated.

 

그러다가 혼자 외롭게 공부하지 말자고 우리  우등생 친구 대신에 NPC 데려왔다. 
Then I thought, “Let’s not study alone.”
So instead of a top student classmate, I brought in an NPC as your rival. 

 

하여튼 카드로 만들  있는 수식의 경우의 수가 너무 많아서
NPC
 똑똑하게 만드는 과정이 매우 험난했다. 
사실 이렇게 말하기가 미안한 것이 내가 코딩을  해서 맨날 클라우드님에게
‘NPC
  똑똑해야 합니다.‘, 
두자리 숫자도 만들어야 합니다’, 
지금은 카드 5개만 사용하는데 모든 카드를  사용해야 합니다.‘, 
소숫점 이하는  자리까지만 인정하기로 합시다.’
라고 계속 귀찮게 해서 넘즐의 NPC 너무너무 똑똑해졌다. 

 

 Anyway, there were just so many possible formulas you could make with the cards, 
so making the NPC smart was a brutal task. 
To be honest, I feel bad saying this—because I don’t know how to code, 
I kept pestering Claude (my coding helper ai) with things like: 
“The NPC needs to be smarter,” “It has to use two-digit numbers,”
“We need to use all the cards, not just five,”
“Let’s round to two decimal places only.”
Thanks to all that nagging, the Numzzle NPC became super smart. 

 

  NPC 항상 정답을 내기 때문에
10
라운드에서 1라운드마다 10점을 받을  있는데
NPC
 항상 100점이고 사용자는 NPC 다른 답을  때마다 점수를 깎인다. 
  Since the NPC always finds the best answer, 
it scores a perfect 100 over 10 rounds—10 points per round. 
Meanwhile, the user gets points deducted whenever their answer is worse than the NPC’s.

 

그래서 운에 기대어서 NPC 이겨보려고
사용자와 NPC 서로 다른 카드를 받는 실전 게임을 만들었다. 
  So, to give the player a fighting chance, 
I created a “battle” mode where the user and NPC each get different cards—introducing some luck into the game. 


   그래서 현재 넘즐 게임에는
사용자와 NPC 같은 카드를 받는 연습게임과
사용자와 NPC 다른 카드를 받는 실전 게임이 있다. 
실전 게임은 목표숫자와의 차이에 따라 채점이 되는데
목표숫자와의 차이가 같으면   10점씩 받고
다르면 차이가 적은 사람만 10점을 받는다. 
  So now, Numzzle includes two game modes: 
a practice mode where the user and NPC get the same cards, and a real match mode where they get different ones. 
In the battle mode, scoring depends on how close your answer is to the target number. 
If both players are equally close, they each get 10 points. 
If one is closer, only that player scores. 

2025-06-05 
 번째 프로토타입 완성  ‘/numzzle’ 레포에 업로드한 날이다. 
*2025-06-05 
The day I uploaded the first playable prototype to the /numzzle repository. 

 

나는 공대 출신인데도 넘즐로 100점을 받는 것이 쉽지 않았다. 
그래서  수준에 맞게 연산기호에서 나누기를 빼고
카드도 줄인 넘즐잼을 만들었다. 
Even though I’m an engineering major, I found it hard to get a perfect 100 in Numzzle. 
So I made an easier version—NumzzleJam—by removing division and reducing the number of cards to match my level. 
 

  그러다가 초등학교 저학년도   있게
카드에 그림을 넣고 더하기와 빼기도 있는 넘즐초를 만들었다
넘즐초에는 처음에 1이라는 숫자카드에는 사과 1, 
2
라는 숫자 카드에는 복숭아 2 이렇게 그림도 넣으려고 했는데
그리고 넘즐초는 카드 2장으로 두자리 숫자를 만들지 못하게 하면서
숫자카드는 1부터 20까지 들어있다. 
그러다 보니 숫자 20에는 원숭이 20마리를 그려야 한다. 
그래서 카드가 너무 커져서 어떡할까 생각하다가 손가락을 넣었다. 
똑똑한 우등생 친구의 카드에는 손가락이 없다. ☝️✌️🤟✋ 
  Then I thought, “Let’s make it playable even for lower-grade elementary students.”
So I created NumzzleCho—a version with pictures and only addition and subtraction. 
At first, I tried putting one apple on the 1-card, two peaches on the 2-card, and so on…
NumzzleCho uses numbers from 1 to 20, and you can’t create two-digit numbers by combining cards. 
But by the time I got to 20, I realized I’d need to draw 20 monkeys! 
So instead, I added fingers to the cards. ☝️✌️🤟✋ 
The smart-student NPC’s cards don’t have fingers—just mine do. 


   나중에 욕심을 부려서 파이와 루트가 있는 계산기가 없으면 계산을  하는 넘즐업을 만들었는데 역시 NPC 똑똑하게 만드는  매우 힘들었다. 
내가 아니고 클라우드님이 힘들었다. 
    Later I got greedy and made NumzzleUp, a version so hard 
you can’t solve it without a calculator with π and √ keys. 
As you can guess, making the NPC smart enough for this version was incredibly hard. 
Well, not for me—for poor Claude. 

 

   그래서 넘즐 레포에 처음부터 있었던 넘즐과 넘즐잼과 넘즐초와 넘즐업이 들어갔다. 
   So now, the Numzzle repository contains all versions: 
the original Numzzle, Numzzle Jam, Numzzle Cho, and Numzzle Up. 

 

   나는 내가 만든 게임들을 비슷비슷하게 만들어서
, 이건 누구의 게임이구나 남들이   있는 정체성을 심고 싶었다. 
그래서 게임은 통일할  없고 디자인을 통일하려고 생각했다. 
글씨나 버튼이나 디자인을 어떻게 만들까 고민을 했다. 
   I wanted people to instantly recognize my games just by looking at them not because they’re the same, but because they share a consistent identity. Since the games themselves are different, I decided to unify the design—fonts, buttons, overall style. 

 

   아이돌 뮤직비디오를 보고 도시의 밤에 교복 입은 학생들이 집에 가고 있는데
밤하늘의 색과 교복의 색과 네온사인의  같은 걸로 꾸미자고 했는데
내가 생각한 것이  나오고
칼라헌트에서 인기 있는 배색을 고르자고 했는데
자꾸 변덕이 생겨서 고르지를  하다가. 
팬톤의 올해의 색은 어떤가 보았더니 초콜릿 색이어서 끌리지를 않고 있었다. 
내년의 색이 변화무쌍한 청록색이라고 해서 이걸로 만들면 내가 변덕이 나더라도 1년은 참을 있겠다고 청록색으로 정하고 리뉴얼을 했다. 
   I watched an idol music video and was inspired by the night sky, school uniforms, and neon signs in the city. 
I wanted to decorate the game with those colors, but the vibe didn’t come out right. 
I looked on ColorHunt for popular color palettes, but I kept changing my mind. 
Then I checked Pantone’s Color of the Year—it was chocolate brown. Meh. But the Color of the next year was called “dynamic teal.” 
I figured, “Even if I get fickle, I can live with teal for a year.” So teal it was. 

 

2025-07-05 
청록색 계열의 테마로 디자인을 전면 리뉴얼하고 같은 레포에 덮어쓴 날이다. 
원래 넘즐은 반응형이었는데 새로 만든 변화무쌍한 청록색 디자인 게임은 반응형이 없어서 모바일에서 UI 깨지는 문제가 발생했다. 

*2025-07-05 
The day I fully redesigned Numzzle with the teal theme and overwrote the original repository. 
The original version was responsive, but this new dynamic teal version wasn’t, so the UI broke on mobile devices. 

 

그래서 반응형 버전을 복구하기 위해
새로운 레포 ‘/math’ 생성  6 5일에 올렸던 버전 업로드했다. 
게임 이름을 정한 것이 아니고 레포 이름을 정한 것이기 때문에
성의가 없더라도 이해하시기 바랍니다.
  To restore the responsive version, 
I created a new repo called /math and re-uploaded the version from June 5. 
The name isn’t the actual game name—just a placeholder repo title. Please forgive the lack of creativity. 
   결국 먼저 만든 게임은 나중에 만든 레포에 들어있고, 
나중에 만든 게임이 먼저 만든 레포에 들어있다. 
지금 폰으로 넘즐 ‘numzzle‘(http://soosoohan.github.io/numzzle/) 접속하면 쥐도 새도모르게 납치되어서 매쓰 ‘/math’ 가게 되어있다. 
   So in the end, the earlier game is in the later repo, 
and the later game is in the earlier repo. 
If you visit Numzzle (http://soosoohan.github.io/numzzle/) on your phone, 
you’ll be silently abducted and redirected to /math without realizing it. 

 

   넘즐 게임의 카드 숫자를 다양하게 조합하면 시리즈로 무한 생산할  있겠으나  
아직 거기까지는 필요성을  느끼고 앞으로 넘즐 메이트를 만들어서
연습 게임은 없고 실전 게임만 있는 형태를 만들자고 생각하고 있다. 
   Technically, I could endlessly generate Numzzle series games just by mixing up the cards. 
But I don’t feel the need for that yet. 
Instead, I’m planning to create Numzzle Mate, 
a version that skips practice and jumps straight into battle mode. 

읽어주셔서 감사합니다. Thank you for reading. 

넘즐 개발일지는 계속 됩니다.

 

https://soosoohan.github.io/soosooland/

 

수수랜드

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soosoohan.github.io