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Mini-Game Series for Sandbox

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siimvuss
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Re: Mini-Game Series for Sandbox

Post by siimvuss »

@Rune
Your ideas arent bad... just they require an awful lot of coding and since we havent got much exp with cubescript, I prefer as low amount as possible. Me and Arc are trying to get thru as simple as possible :P

@Arcones
the suggestions about levels thingy:
I think that we should make it the second option at the beginning... And when we reach finished project stage, then we can make a whole new installer, which only features mini games, like master chef ogro. Which can have singleplayer option, where you´d have to unlock levels and multiplayer option, where you can make new maps with friends or play maps with friends.
Also the achievements are nice. And I suggest we make the HUD display the time you´ve taken and the amount of your deaths.
arcones
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Re: Mini-Game Series for Sandbox

Post by arcones »

siimvuss wrote: @Arcones
Also the achievements are nice. And I suggest we make the HUD display the time you´ve taken and the amount of your deaths.
Yeah, definitely. I asked Mike about modding the SVN so I'll see what he says.
chocolatepie33 wrote:Modifying the mode sounds nice... get the best of all three (whoops, 4, always forget moviecube) in the new mode.

FPS: entities
SSP: pickups and enemies
RPG: spells
MCube: "actors" (bots)

@Arc: #3 sounds good. But I have something to add: buyable levels? Get x-many coins to buy the next level if you're stuck, like on S. Spielberg's Wii game "Boom Blox". Saw that on a demo. I hate getting stuck on levels in games. After y-many tries (your pick), you get the purchasing option.
That........ would be epic. Period.

I find it funny that I actually thought about a "leveling buying system" but didn't know if we could get it to work :lol:

Okay name is Mini-Game(s).

I'm gonna start a poll for the different level thingys :)
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chocolatepie33
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Re: Mini-Game Series for Sandbox

Post by chocolatepie33 »

Maybe we can make one giant map that holds portals into each respective map... But that'd be hard.
What I was thinking was one map with minimaps connectable by portals. The amount of things you'd get would carry over each time.
At the end of each minimap, you'd pull the switch that opens the next map. You would be teleported to mainmap, and there you could rest, rejuvenate, etc. If we made the mainmap a game in itself, though, that'd be cool.

With the buying system, if we knew how to carry over stats, we could do something like this:

on_start = [
deaths = 0
coins = 0
] // Then you die 5 times and find 20 coins

level_trigger_1 = [ // @ Portal #2 entrance
if ( deaths >= 5 ; coins >= 20) [ // >= is greater than or equal to, sorry if wrong
showgui "npc1-1"
]
if ( deaths < 5 ) [
showgui "npc1-2"
]
newgui npc1-1 [
guitext "Would you like to buy the next level?"
guibar
guibutton "Yes, please" [ coins = ( - $coins 20 ) ; {***} ] // I don't know the door-open code yet, insert it in {***}
guibutton "No." [cleargui]
] "Notice"
newgui npc1-2 [
guitext "You can't go in yet."
guibutton "Oh." [cleargui]
] "Notice"
]
Last edited by chocolatepie33 on June 14th, 2010, 7:53 pm, edited 1 time in total.
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arcones
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Re: Mini-Game Series for Sandbox

Post by arcones »

Yeah, it's a good idea!

I don't exactly know how we could set it up so that if you haven't beaten the level, you can purchase it, but if you beat it, you automatically own it.

Here's what confuses me:
Only allowing the message for Purchase if you haven't beaten the level and not allowing it if you have.
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chocolatepie33
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Re: Mini-Game Series for Sandbox

Post by chocolatepie33 »

how about... that switch at the end of the level adds a counter. If you have more than X counters, then it doesn't show the option. Like this:

on_start = [
deaths = 0
coins = 0
counters = 0
]

level_trigger_1 = [ //This is that switch, or the exit portal.
counters = ( + $counters 1 )
]

level_trigger_2 = [ // level 1 portal
if ( counters >= 1 ) [
showgui "npc2-1" ;
newgui npc2-1 [
guitext "This level is already open"
]
]
]

The inventory would only show deaths and coins (and other things). The counters would be secret.
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chocolatepie33
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Re: Mini-Game Series for Sandbox

Post by chocolatepie33 »

arcones wrote:
Sheesh, I've got a lot of ideas. How about achievments?

"What's a life??" when you finish the level without dying.
"Golden Bliss!" when you finish the level while getting all the coins along the way.
"Timed Terror." when you finish the level under x amount of time.
"Ultimatum." when you finish the level while doing all of the above. :P

There could be more of course, but it would be fun to have those. Exp points, coins etc. All would contribute to a good series! And each series has to have it's own plot possibly.

Finally, the mode... I think we can take as much time on this one as we need since we can publish the maps by themselves. That'll keep everyone happy while still allowing time for creating the mode. But I don't have any experience with C so I can't really help except for functions with CubeScript once it gets to that stage. But I think we should copy and/or modify an existing mode (preferably FPS). What do you think?
How are you going to show the achievements? Cutscene with playermodel holding up a trophy that says whatever, or has a symbol on it, and the name in giant text in the background?
Also: by C, do you mean C++? That's what CPP files stand for. Not to mention the header (.h) files.
Also, Also: When you say "without dying", how's that gonna work? You can't die unless you fall off a cliff or blow yourself up with a spell. Enemies can't hurt you unless they fall on you.
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Re: Mini-Game Series for Sandbox

Post by arcones »

Falling off the map. *evil cackle*

Plus lava and other fun, deadly stuff like that :lol:

Achievements would be text, not cutscenes.

"You just recieved the "Timed Terror" achievement!" etc.
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siimvuss
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Re: Mini-Game Series for Sandbox

Post by siimvuss »

We need to code the bot kill ourselvs anyway, so dieing isn´t a problem...
But I really recommend that we make the minigame mode available in sandbox so that you can just select map and play...
Because sandbox is meant to make games not play sandbox...
So my idea still is that:
We make the sandbox integrated minigame system so that you can play on any map.
And we make a special release, which is meant just for minigames, where other stuff is cut off, so that would be like a whole game.

This is my last post, gonna leave within a hour, so see ya all after a week!
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Re: Mini-Game Series for Sandbox

Post by Runescapedj »

cya (too late)
arcones
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Re: Mini-Game Series for Sandbox

Post by arcones »

siimvuss wrote:We need to code the bot kill ourselvs anyway, so dieing isn´t a problem...
But I really recommend that we make the minigame mode available in sandbox so that you can just select map and play...
Because sandbox is meant to make games not play sandbox...
So my idea still is that:
We make the sandbox integrated minigame system so that you can play on any map.
And we make a special release, which is meant just for minigames, where other stuff is cut off, so that would be like a whole game.


This is my last post, gonna leave within a hour, so see ya all after a week!
Ahh, I understand now. That makes sense, we should use your idea Siimvuss.

And have a good trip!
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