{"schemaVersion":1,"record":{"key":"mechanic/drawing--family-g05","type":"mechanic","id":"drawing--family-g05","lang":"en","title":"Line as a logical solution","summary":"The solution is the geometric or topological properties of the drawn line.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/drawing--family-g05/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/drawing--family-g05.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/drawing--family-g05.md","aliases":[],"tags":["Drawing","Mechanics catalog"],"sourceIds":["source-bd8938713854c03d"],"sources":[{"id":"source-bd8938713854c03d","title":"LYNE","url":"https://store.steampowered.com/app/266010/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"The solution is the geometric or topological properties of the drawn line."},{"id":"variants","title":"Variants","body":"### Variants and applications\n\n<a id=\"family-g05-variants\"></a>\n\n- Labyrinth by line. Rule: Connect the beginning and end without crossing walls and prohibited areas. Criterion: Passability. Example status: Design pattern. <a id=\"variant-d036\"></a>\n- Bypassing mandatory points. Rule: Draw a route through all given points. Criterion: Coverage of nodes. Example status: Design pattern. <a id=\"variant-d037\"></a>\n- Traversing the ribs with one stroke. Rule: Go through each given edge exactly once without breaking. Criterion: Edge coverage. Example status: Design pattern. <a id=\"variant-d038\"></a>\n- Connecting pairs Rule: Connect the corresponding points, observing the restrictions for the lines. Criterion: Connectivity. Example status: Design pattern. <a id=\"variant-d039\"></a>\n- Lines without intersections. Rule: Place multiple connections so that they do not intersect. Criteria: Intersections. Example status: Design pattern. <a id=\"variant-d040\"></a>\n- Separation of areas. Rule: Draw boundaries separating elements according to given characteristics. Criterion: Composition of areas. Example status: Design pattern. <a id=\"variant-d041\"></a>\n- Division into equal parts. Rule: Cut a figure with lines into parts of a given area or shape. Criterion: Geometry of the parts. Example status: Design pattern. <a id=\"variant-d042\"></a>\n- Stroke the selected set. Rule: Close the contour around the desired objects, excluding the rest. Criterion: Composition of the area. Example status: Design pattern. <a id=\"variant-d043\"></a>\n- The shortest feasible path. Rule: Find the line of minimum length when all conditions are met. Criterion: Length and restrictions. Example status: Design pattern. <a id=\"variant-d044\"></a>\n- Solution through intersections. Rule: Draw a line with a given number or location of intersections. Criterion: Topology. Example status: Design pattern. <a id=\"variant-d045\"></a>\n- Construction of a geometric figure. Rule: Draw a figure with the required angles, dimensions or aspect ratios. Criterion: Geometry. Example status: Design pattern. <a id=\"variant-d046\"></a>\n- Combination of perspective. Rule: Apply parts of the image to different surfaces so that from the desired point they form a whole. Criterion: Projection. Example status: Design pattern. <a id=\"variant-d047\"></a>"},{"id":"context","title":"Context and limits","body":"The author's working classification of mechanics in which the player creates or changes an image, line, outline or stroke, and the game uses the result. Does not claim to be a closed universal list. Catalog unit: player action, drawing interpretation and result. Related options are separated when the rule or outcome criterion changes. A design pattern means that the specific game example in that directory is untested; This is not a statement about the primacy, prevalence or absence of such games."}],"relations":[],"placements":[{"catalogId":"drawing","id":"family-g05","title":"Drawing","url":"https://gamemechanics.pro/en/mechanics/drawing/#family-g05","categoryIds":["section-1"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Line as a logical solution","description":"The solution is the geometric or topological properties of the drawn line.","image":{"src":"images/mechanics/interface-lyne-02.webp","width":1440,"height":810,"game":"LYNE","sourceUrl":"https://store.steampowered.com/app/266010/","originalUrl":"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/266010/ss_a29f964ec36af3fedfad85050e565a2fb493c425.1920x1080.jpg?t=1724979609","credit":"Thomas Bowker / Thomas Bowker","rights":"© Thomas Bowker / Thomas Bowker. All rights reserved; excluded from MIT and CC BY 4.0.","caption":"LYNE: lines connect matching shapes through the board’s nodes","alt":"LYNE: lines connect matching shapes through the board’s nodes","markers":[{"x":45,"y":51,"label":"The line must satisfy the node-connection constraints"}]},"tips":["Distinguish the line’s logical constraints from hand precision."],"examples":[{"title":"LYNE","url":"https://store.steampowered.com/app/266010/"}]}},"endsAt":null,"provenance":"Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/drawing"}}