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minigame ideas

Page history last edited by 1nfinite zer0 14 years, 3 months ago

flash game adaptation of shashnimyn adventures

combination of scrolling image based exploration/choice.  highlights over things that can be interacted with, be it objects, doors, or paths to next tableau.  same to click on characters to interact.  using the 360 panorama scrolling method.

also have dungeon crawling from top down. (or outdoor combats, anything where it's one character vs many.  squad based beyond current scope of attracting players)

opposed rolls either card/strategy based or combats.  combats can be rpg menu 2d side style, or in groups/dungeons is top down shooter with assigned hotkeys to spells/abilities.

card/strategy is choice of strategy from "deck" based upon the abilities you have chosen, and then modified by your opponents appropriate SAPTIS difference to resist.  so, a physical based ability chosen  by you against an opponent much stronger physically than you will get a bonus to save based upon that difference.  then, each side gets #d6 from the number given by the ability and the bonus.  subtract the low from the high, and the higher player gets that many points towards the target goal.  this continues in opposed rolls until the target is reached and one player succeeds.

this can also happen in non-combat situations.  for example, trying to get a stock breeder to hire you.  if you don't have the appropriate skills, you could still use your high physical attribute (each SAPTIS also gets a basic attribute action no matter the situation, conceptually it differs though) to impress the manager with your strength and therefore your ability to do hard work for him.  being focused on Animal skills hirself, this strategy may work.

modifications; delayed actions, spend a dodge ability and then can choose not to have it apply until an opponents ability of the correct attribute is played in the conflict.

so, to simulate the abilities in the top down combat like dodge without having to play them all, they can just give an autoroll to give the opponents miss instead of damage.  armour n stuff can block, or magic/mind/etc can resist.  these can be applied to one of 6 slots and be activated simply by clicking/typing that slot.

three types of hitpoints, body/mind/soul.  body regens or healed, mind only healed/aether, soul is final death and those points only regen slowly as levels advanced. soul is damaged when body or mind are empty.  only time soul points can be directl attacked is if player agrees with a demon to enter into a challenge with them.  payoff and risk are huge.


dice game, mazes, frogger, top down group/roaming combat

card game for opposed rolls/duel combat

appropriate skill level affects number of actions to be played in a turn.

actions are single cards/ability, played in order, concealed from opponent

actions revealed 1 for 1, same time.  block/parry/dodge can be held until used w/in turn. some actions trump others, otherwise simultaneous resolution based upon ability score. rolls if needed to resolve. tally net damage, applied when both turns end.  death/retreat happens before start of action declaration

time of day a major mechanic.  can setup to do automated things, time passes, play out random encounters, btu skip mundane things.  can do these things manually, and increases return.


 

 

A group of characters can devise a narrative game of their own. These games could be completely character-acting based or have a set of score-giving rules

  • pictionary/charades style
    • an action or in-character creation (dialog, etc)
  • skill vs skill e.g. duals, construct the best X
    • roll-based
    • raw score based
  • obstacle course
    • movement and puzzles

The amount of points rewarded for the game is based upon the number of participants. This amount could be exploited by small #s of players wanting to just share points for the sake of it (something for nothing). To make any decent amount of points worthwhile, a grant-like application process could be required.

 

 

This could take the form of a forum proposal where other PCs and admins could vote yay or nay. Points would also be given for voting a/o feedback to the proposal. From this I can see small communities forming of like-minded gamers who will build standardized competition types and go at it.

 


 

 

A rating of the success rate of a login can be a mini-game. The quest occurs when the number of times a password was mistyped for (sum) of all logins.

A small brownie approaches the player. "sur/mam/myn you have stumbled your password X many times. How do you feel about this?"

 

(some tables should be randomized for order of appearance.) code?

  • feck off you little runt
    • the adventure ends. the player can work to acquire the information regarding their login. (they can request it directly to get it too).
  • oh, i hadn't noticed
  • my fingers are clumsy
  • let's see how many i can make then
    • a new quest; make more faulty logins
      • what's the point? a useless diversion
  • i will make that not happen
    • is there something about your login frequency you haven't expected? security issues
    • there was genuine mistakes

Each of these choices will lead to a different path/node.

 

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