I'm putting together a dancing mini game using events (and for some crazy reason it's working!).
This is kind of like DDR for the medieval ages. Muahahaha!
A player has to press the left, right, down, or up arrows (roughly) in time with the dance music, otherwise the couple won't dance.
Right now it's set up so that when the player gets the UP, DOWN, LEFT or RIGHT arrows correct, they hear a WHOOSH sound, as if the couple is swiftly and deftly dancing in a pre-determined pattern for each 'correct' (It looks so cool, I can't stop grinning.)
If players get the button wrong OR DO NOTHING, the couple stays still.
There are invisible points being tallied up. (After a certain number of inputs, the mini game ends. the higher the score, the better the game itself goes. Let's say for the heck of it that a score of 15 or more grants the player X item, and a score of 20 or more grants the player Y item.
If you get the input WRONG, you hear a buzzer and SOMETIMES, the crowd people will snicker.
Now the question and problem is this:
In the mini game, players only have a certain amount of time to react to the arrows before the next arrow (and therefore the next action) appear. Players will literally have to push the buttons in time to the music! Otherwise, they fail.
Might this be TOO difficult to the player(s)? I've tried, but there's no way I can tweak it so that they can push the arrows before the next arrow pops up. (allowing for a little more leeway)
I thought of having an option for players to "practice" (because the mini game is super easy once you get the tempo down). but it'd look pretty weird dancing by yourself (I don't think I can sprite two different couples dancing. My mind would just implode)
You think I'm worrying about this too much? It's not like if they get the mini game wrong, they get a game over. (It is a mandatory mini game. As to WHY,read below.)
Or should I just throw the minigame at players without a practice run? Another Idea I had was to have a "Try again?" option (with a yes or no choice. Yes would try again, and No would let them explore some more until they are ready again.). People would drop hints as to how to get a higher score at the mini game.
I'm still psyched that I actually got this to work, though. I'll post a video showing it off to the screenshots thread as soon as I polish it up enough.
If anyone knows what I might be able to do so players don't tear their hair out (again
) I'd really appreciate it!
Edit: 900th post whoooooooo!
This is kind of like DDR for the medieval ages. Muahahaha!
A player has to press the left, right, down, or up arrows (roughly) in time with the dance music, otherwise the couple won't dance.
Right now it's set up so that when the player gets the UP, DOWN, LEFT or RIGHT arrows correct, they hear a WHOOSH sound, as if the couple is swiftly and deftly dancing in a pre-determined pattern for each 'correct' (It looks so cool, I can't stop grinning.)
If players get the button wrong OR DO NOTHING, the couple stays still.
There are invisible points being tallied up. (After a certain number of inputs, the mini game ends. the higher the score, the better the game itself goes. Let's say for the heck of it that a score of 15 or more grants the player X item, and a score of 20 or more grants the player Y item.
If you get the input WRONG, you hear a buzzer and SOMETIMES, the crowd people will snicker.
Now the question and problem is this:
In the mini game, players only have a certain amount of time to react to the arrows before the next arrow (and therefore the next action) appear. Players will literally have to push the buttons in time to the music! Otherwise, they fail.
Might this be TOO difficult to the player(s)? I've tried, but there's no way I can tweak it so that they can push the arrows before the next arrow pops up. (allowing for a little more leeway)
I thought of having an option for players to "practice" (because the mini game is super easy once you get the tempo down). but it'd look pretty weird dancing by yourself (I don't think I can sprite two different couples dancing. My mind would just implode)
You think I'm worrying about this too much? It's not like if they get the mini game wrong, they get a game over. (It is a mandatory mini game. As to WHY,read below.)
A mandatory mini game because it has many things to do with the plot. Besides, many RPGs of yore had mandatory mini games, that the player would continue anyway. This is a thing. MY questions are on the mechanics. 
I'm still psyched that I actually got this to work, though. I'll post a video showing it off to the screenshots thread as soon as I polish it up enough.
If anyone knows what I might be able to do so players don't tear their hair out (again
Edit: 900th post whoooooooo!
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