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I'm trying to make a minigame set, using spinoffs of age-old popular games like hide-and-seek, vine climber, space invaders, and (most importantly for this question) pacman.
You start off with only one available minigame, the rest must be unlocked by earning gold in the game. Game 1 is free, game 2 is 400 gold, game 3 is 900, etc.
My problem, currently, is game 1, Pacman (or Kidney Eater, as it's called in my game, since it's horror-themed).
The "dots" were originally each worth 2 points, and the "pills" were 3 points, to give a total of about 254 gold upon completion. My plan was to have an autorun event that would sense when the player got all 254 gold available, at which point it would say "Level complete" and push the player back to the minigame selection screen with his/her gold.
Then it dawned on me that if the player went back in, which they would have to in order to unlock game 2, the auto-run even would immediately say they won, and kick them back out. So I thought "I'll just change gold to experience for the minigame, and then when they leave the minigame, it'll exchange the experience for gold. Except I don't know how to make the conditional branch sense experience.
On top of that, I want the ghosts to be 4 points if eaten by the player. However, if the player eats 3 ghosts, that's 6 "dots" the player doesn't have to eat for the game to clarify them as a winner. I'm not sure how to take into account the possibility of the player nothing but ghosts, while also considering the occasional player who will avoid the ghosts completely and clear the board as quickly as possible.
Moving on to game 2, it's going to be object hide-and-seek, where the player has to find a knife that is hidden in a different location each time the map opens, before the timer runs out, or else the player will die. My plan is that when the timer runs out, a cutscene will play where the killer comes in with his knife, talks a little bit, then kills you. If you click on the right spot before then, however, and find the knife, a cutscene plays where the killer comes in, tries to go for his knife, and you kill him instead, making you the winner. Other than the cutscenes and the actual finding of the knife, I'm not entirely sure how to make this work.
On top of that, I have no idea how to make the maps and experience reset upon entry or death, which I feel is rather important. I don't want the gold to disappear, only whatever was changed since entry. Also, I think it'd be cool if the map randomized each play, perhaps between 3-5 different layouts.
As complex as this probably sounds, this is really just a warm-up for my actual RPG game. If I can figure out how to work these things, I should have no problems with the real game.
Additional minigame ideas and suggestions on how to make them work would also be great. I have only 4 ideas, and room for 8 games.
You start off with only one available minigame, the rest must be unlocked by earning gold in the game. Game 1 is free, game 2 is 400 gold, game 3 is 900, etc.
My problem, currently, is game 1, Pacman (or Kidney Eater, as it's called in my game, since it's horror-themed).
The "dots" were originally each worth 2 points, and the "pills" were 3 points, to give a total of about 254 gold upon completion. My plan was to have an autorun event that would sense when the player got all 254 gold available, at which point it would say "Level complete" and push the player back to the minigame selection screen with his/her gold.
Then it dawned on me that if the player went back in, which they would have to in order to unlock game 2, the auto-run even would immediately say they won, and kick them back out. So I thought "I'll just change gold to experience for the minigame, and then when they leave the minigame, it'll exchange the experience for gold. Except I don't know how to make the conditional branch sense experience.
On top of that, I want the ghosts to be 4 points if eaten by the player. However, if the player eats 3 ghosts, that's 6 "dots" the player doesn't have to eat for the game to clarify them as a winner. I'm not sure how to take into account the possibility of the player nothing but ghosts, while also considering the occasional player who will avoid the ghosts completely and clear the board as quickly as possible.
Moving on to game 2, it's going to be object hide-and-seek, where the player has to find a knife that is hidden in a different location each time the map opens, before the timer runs out, or else the player will die. My plan is that when the timer runs out, a cutscene will play where the killer comes in with his knife, talks a little bit, then kills you. If you click on the right spot before then, however, and find the knife, a cutscene plays where the killer comes in, tries to go for his knife, and you kill him instead, making you the winner. Other than the cutscenes and the actual finding of the knife, I'm not entirely sure how to make this work.
On top of that, I have no idea how to make the maps and experience reset upon entry or death, which I feel is rather important. I don't want the gold to disappear, only whatever was changed since entry. Also, I think it'd be cool if the map randomized each play, perhaps between 3-5 different layouts.
As complex as this probably sounds, this is really just a warm-up for my actual RPG game. If I can figure out how to work these things, I should have no problems with the real game.
Additional minigame ideas and suggestions on how to make them work would also be great. I have only 4 ideas, and room for 8 games.


