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Project: Darklight
Project Started: 20th August, 2008 Last Update: 10th November, 2008
Project Owner: Ian Phoenix Project Members:
Project Type: Side Scroller/RPG Project Progress:
More Info: http://www.darklightgame.com/ Faves: 2

Hacking Minigames
Posted 27th Aug 08, by Ian Phoenix  
I'm currently in midst of a process of elimination in getting all of the basic game elements nailed down, so I get a clear picture of how much more is ahead of me. One of the things that hasn't solidified yet is the hacking system.

If anyone here is familiar with the FPS/RPG Deus Ex they would probably have an idea of what I'm talking about here. Basically, when you'd hack a keypad or some such thing, you'd have a little minigame pop up where you'd have to connect nodes or what have you.

Many different minigames have been implemented like this in gaming history like this. One example that comes to mind was in the original Dead to Rights game for the PS2. When you were picklocking a door, a timing game would pop up where you'd have to press a button when a click sounds.

The point of all this rambling is, A. I want to add minigame elements with an adjustable difficulty (depending on how "strong" the lock or keypad is), and B. I want to make them unique, engaging, challenging and fun.

I don't want to make an annoyance that people will put up with just because they want that damn door open, if you catch me. I hope to update with some screenshots soon, but I was hoping for some input on this as far as some easy-to-code minigames from the Klik community. Any suggestions and ideas would be great.

The pic to the right is some concept art on the keypad tool your character will use in the game.
Preview


Posted by Jon C-B 27th August, 2008

A super retro style shooting game. You control a virus and shoot the fire walls and stuff, ending in a boss thingy
 
Posted by Marko 27th August, 2008

This sounds fucking awesome!
 
Posted by s-m-r 6th October, 2008

One of my favourite moments in old-skool gaming was with the NES game Hillsfar. One of the interesting aspects to the game was the lockpicking mechanism. There were two options available to all characters, from what I recall:
->use a key if you had one in your possession
->bash the treasure chest until it opens, but risk being hit with a trap

A third option existed, but only if you were a thief character. At the beginning of the game, you were supplied with a lockpicking kit. If you attempt to pick the lock, a brief minigame would pop up, and you would have to match up the tumblers in the lock with tension bars and picks from your lockpicking kit.

To sum up the good points of this system:
->simple-to-learn mechanics with a scalable difficulty level;
->exclusive benefits to the minigame's outcome by being a particular character class;
->more than one way to defeat the obstacle, even if you're lacking the proper key;
->a time limit to keep the action level and tension high.

I'd recommend you keep these points in mind for your hacking minigames, whatever they are.

Best of luck on this project!
 


 



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