Hello.

Finally had time to make a small POC of a mini-game related to lockpicking :)


You can see it at http://nicolas.weeger.org/lp/index.html

On the top, your picks. Bottom, the lock components to pick (left to right).


Aim: use the picks in the correct order to pick the 5 lock components.


Red square is currently selected pick.

Arrows move selection (wrapping on limits). Space rotate (active pick is the 
right part). Enter uses on lock component.


To make it easier to figure, on the bottom you have a number (how many 
components you picked), then 2 numbers, currently selected pick's value and 
next lock component's value, so just match them and hit enter :)


Obvious improvements would be better graphism, and chance of breaking a pick 
if you use the wrong one! And of course removing the hints :D



Would thid kind of minigame be fun for CF?



Regards


Nicolas


Le jeudi 12 juin 2014 20:35:55, Nicolas Weeger a écrit :
> Hello.
> 
> 
> I'd like to change various things in the game, to make it funnier (IMO) in
> non combat aspects. So here are random proposals.
> 
> 
> 
> What about "mini-games"?
> 
> For instance, instead of a mere lockpicking, you actually have to use the
> picks in the right order in a limited time to pick a lock - if you fail,
> you trigger the traps, of course.
> 
> [bonus points to who knows the old game I'm getting inspiration from :)]
> 
> 
> 
> 
> 
> 
> What about changing alchemy (including the jeweler etc. variants)?
> 
> For each formulae you start with a ~3% chance of success. You succeed? Get
> 3 to 5 points. Failure? Get 0-1 point (failure is a valuable lesson, after
> all
> 
> :)). Capped to ~90%. And maybe not giving global experience.
> 
> What about random (ie player-dependant) parameters? You have more success
> during certain hours, or outside vs inside, or...?
> 
> 
> 
> 
> Then reduce the dropped items. I mean, so much junk!
> 
> 
> 
> 
> Then, slowing (a lot) combat, making it more tactical. Instead of a zillion
> monsters, some hard to defeat monsters, where you can use all your skills
> and items, and attempt various combinations.
> 
> Then various effects on weapons: stun, knock back, confuse, slow, etc.
> 
> Reduce the zillion elemental attacks to a lower number (6? 8?), other
> things are side effects.
> 
> 
> 
> 
> 
> 
> Thoughts? Flames? Ideas?
> 
> 
> 
> Regard
> 
> Nicolas

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