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Other Game Creation => Game Creation General Chat => Topic started by: Blizzard on January 16, 2007, 02:15:54 PM

Title: Minigames
Post by: Blizzard on January 16, 2007, 02:15:54 PM
Since I am going to add a lot of minigames in my game I ask you, which do you suggest? I have already planned:

(There will be a casino, that's why I have the last 3.)

I might add as well:


So? Any more ideas? Just post them.
Title: Re: Minigames
Post by: ataraxy2 on January 16, 2007, 02:19:55 PM
How about Triple Triad? It's a card game from VIII - hell addictive too. Found it on "Creative Asylum" I don't have it nor do I have the link.  >:(
Title: Re: Minigames
Post by: Snailer on January 16, 2007, 02:20:07 PM
Wooohooo
How about....
Find something buried in a set time limit or something..
Title: Re: Minigames
Post by: Blizzard on January 16, 2007, 03:52:29 PM
"Find the buried treasure", nice idea.

How about Triple Triad?

Meh. Too much of work to make enemies drop cards and blahblahlah... I don't want to use anybody else's code anyway. And I want to keep anything FF-like out of my game. I liked Tetra Master more anyway. ::)
Title: Re: Minigames
Post by: ataraxy2 on January 16, 2007, 04:54:14 PM
 :o BUT IT'S TRIPLE TRIAD!
(lol)

You're a tough one to crack you are... but at least you have Tic Tac Toe.  :)
Title: Re: Minigames
Post by: Yami on January 16, 2007, 06:15:13 PM
Concentration!
Title: Re: Minigames
Post by: Zeriab on January 16, 2007, 08:05:36 PM
Casino games... Here's a few:


I typed those without considering whether or not they are suitable for changing into a minigame.
I also found this post by Mr. DJ on another forum: (I removed some dead links)

Quote from: Mr. DJ
Like everybody i got a lack of idead when it comes to minigames. That's why i went down hunting minigames. Sure im willing to share it to you, but you must give me a cookie, and the auteur of the minigame 2 cookies. Well here they come.

(....)

Spoiler for [b:
Push the Cart[/b] - Veridianedge]
This one makes you push a cart along a network of tracks. The direction that the tracks go is controlled by various switches, which may or may not be near the part of the track they change. You could have the mine cart clear a path for you, carry your party to another area, or perhaps carry materials to another party as part of a split-party puzzle like those that appear in FF6.
Spoiler for [b:
Where's the blob[/b] - ryanwh]
There's a blob you're shown at the beginning of the game, he's on a platform with, say, 10 others, for the first level. Simple premise, the blob moves around randomly amoung the other blobs, also moving randomly, for a set period of time, when the time's up, you find your blob. Later on other variables are keyed in, a smaller platform, more blobs, faster ones, color changing, a level with ghost blobs that can pass through each other, etc. I even made one where one blob is infected and runs around randomly, the others run around in a panic and if the blob touches them they become infected(changing appearance and speed), lotta possibilities. Though its somewhat limited, I made around 10 levels
Spoiler for [b:
Ride to the Top[/b] - Veridianedge]
This involves several elevators and sliding floors. By hitting switches, you can open up the floor in one spot, but close it in another. The gives some elevators access to other floors, while limiting the vertical range of other elevators.
Spoiler for [b:
Make a bridge[/b] - biohazard_star]
I got this idea from the RE games. There are 3-4 wooden boxes inside a hole. You must push them to their proper places in order and go back to the control panel and make water flow into the hole allowing the wooden boxes to float and allow you to cross to the otherside via the boxes which floated at the right place since you placed them in the right place. But there's a catch, the hole is small. So if you push the box in the wrong way/direction then you're gonna have to reset since the other boxes can't be moved since some other box is blocking the way.
Spoiler for [b:
Reflecto-laser[/b] - Veridianedge]
This is a pretty commonly-used puzzle involving reflecting a laser or light beam around a room using various mirrors. One way you could make this more complex is by adding in prisms and filters to split light into multiple colors, making mirrors that must be pushed into place as well as rotated, lenses that change spread out or focus light, pushable blocks to prevent light from reaching a certain spot, and rotating light sources...
Spoiler for [b:
Dodgeball[/b] - ryanwh]
incredibly simple premise, surpassed only by how easy it is to make. You're a man in a room, surounded by balls that bounce off walls and other balls in certain directions. You have to, simply, dodge the ball. Different color balls bounce differently, later on they get faster, they begin at different spots each level. Other variables; smaller platform, "phantom" balls that are there to syke you out. It can get pretty intense, I squeezed 15 different variations out of this one.
Spoiler for [b:
Memory[/b] - Veridianedge]
Pretty simple concept here... place a clue somewhere in the dungeon indicating some sequence, pattern, password, or whatever the requires memorization. The trick here is to make the clues stand out enough that you know there's something different about them, but mundane enough that the player doesn't quite know what to do with them. Also, don't just show them a sequnce of tiles in order as they pass through the rooms, them ask them to enter a password at the next door... they'll expect that. Instead, perhaps you can make the memory game clue you in to a method to reveal more clues to the same game, or maybe combine some other element, such as math, into it.
Spoiler for [b:
Floodgate Control[/b] - biohazard_star]
There is a bridge submerged in water(preferably a dangeroush substance) and on the other side of the bridge are floatable crates. In order to get across, you have to operate the flood gate controls to lower the water level. Each switch makes the water level either rise or fall. If the water level goes below the bridge then you can cross the bridge, but not the crates since the crates aren't on the same level as the floor on the other side. If the water goes above the bridge's level then you won't be able to cross the bridge, thus you cannot also cross the boxes since you can't get to them.
Spoiler for [b:
Circle of Life[/b] - Veridianedge]
Maybe a good minigame that could lead to a secret dungeon or something. Let's say you see some type of creature blocking the path to a cave. To get rid of it, you need to find another creature that will eat it. However, this other creature no longer is prevalent, because a different species has reduced its population to nearly nothing. Thus, you have to introduce yet another species of animal into the envirnment to get the population of the second creature to grow. The species that needs to be introduced, however, is also quite rare, due to a lack of a specific type of plant that other creatures feed on... basically, the whole thing is a complex network of increasing and decreasing creature populations by introducing X species to wipe out Y species, and possibly allow Z species to become more prevalent.
Spoiler for [b:
Invisible Maze[/b] - Veridianedge]
I'm sure you're familiar with this one; you must navigate a maze in total darkness, completely unable to see the walls, or in some cases, holes in the floors. An interesting thing to do in these types of mazes may be to have a tool that causes the walkable floors to temporarily light up. You could also add vague landmarks, such as marks where the pathway splits. Or, you could have the player use a flashlight, and have to rely on the beam to see if there's a floor in front of them or not. Maybe have switches that light up certain sections of the room, though not necessarily the parts you want lit up.
Spoiler for [b:
Crate Stack[/b] - biohazard_star]
There are tons of crates which are stacked on top of each other. On the other side of the crates is the door to go to the next area. In the middle of you and the crates is a bottomless pit. You must blast a certain number of crates in order to make a bridge out of them. If the crate stack is one level higher than necessary then you can't cross. If it's one level lower than necessary then there will be a gap you can't cross, so you have to reset the puzzle.
Spoiler for [b:
Turning the Tables[/b] - Veridianedge]
Does anyone remember the spinning maze in Mogu's Dream World in Breath of Fire? That's what inspired this idea. The concept is simple; you make a fairly simple maze that the player must navigate. The catch is that there's switches in the area that make the maze twirl and spin like a carousel on crack. To worsen matters, the maze is large enough that you can't tell which direction you were headed to begin with, and the vision range is very limited. This effect can easily be achieved by making four maps for the same maze, one facing each direction, and teleporting the player to a different facing map each time they hit a "rotate" tile. To make it even more complex, you can add in: teleport tiles which switch your location in the same map; flipping tiles that turn the entire map backwards; break tiles, which destroy a part of the maze; repair tiles which fix any broken paths from the break tiles; and restart tiles which put you all the way back at the beginning.
Spoiler for [b:
Infection[/b] - ryanwh]
this is like two minigames. First off, again you're avoiding touching the balls, but this time they're on different set patterns in a sort of corridor maze, and you have to reach the end of the maze quickly and save the blob at the end before he's INFECTED. Later on, the dynamic changes. You will come to mazelike areas where there are infected blobs imprisoned, and they are let lose by a switch you hit on the floor moving ahead. Nearby there's another room with an entrance and an exit. Your goal is to avoid the blob(who as fast or faster than you) who chases you by coaxing it into this other room and then exiting, causing a switch to hopefully trap it in the new room and then still reach the end in time. There are a suprising number of variables for this one. The two dynamics intermix and the corridors become more complicated(some ending in dead ends, you must be careful) more balls, more infected to trap(often trapping one infected in the prison will open up another nearby, keeping the action hectic)
Spoiler for [b:
Have You Herd The Good Moos?[/b] - Veridianedge]
Uh-oh... Farmer Bob's cows are on the loose! You'd better round them up before the Imps eat them all! This puzzle is inspired by Arc the Lad: End of Darkness. The cows, have one driving obsession: graze. They're all attracted to bails of hay, and you must push them into empty stalls to lead the cows there. However, you have several obstacles, including enemies which will attack the cows, rocks and logs that block the pathway of the hay, and hills which the hay will roll down on its own to your benefit or detriment. It breaks down to a push-block game with a touch of Adventures of Lolo.
Spoiler for [b:
Walk More Nicely... Like This.[/b] - Veridianedge]
You just had to enter your hero character into the beauty pageant, didn't you? Well, it is the only way you're going to get that Magical Crystal to enter the Cave of Transvestita... this one basically works like a twist on the Don Corneo event in FF7. You have a limit of X judges that each party member can talk to, and you can assign each party member to ask about a different subject, and you must use the information they extract, if any, to make decisions on what you're going to do and wear during the pageant. Of course, some party members would be better at asking different subjects than others. For example, the little 10-year-old girl may have a better chance of getting info about talent segment, while your elderly wizard could get info on the intelligence portion of the contest, your lewd sex-crazed mechanic might be able to strike up a conversation on what kind of body proportions they're looking for, your healer could squeeze out some evening-wear info, and your body-building knight would be able to talk about swimsuits (sorry, I kinda ran out of stereotypes). Do the judges prefer singing or tapdancing? Would you get higher points by saying we need world peace, or tougher punishment for parole violators? Should you stuff that extra toilet paper into your makeshift bra, or in the back of your panties? Better get it right, Miss Hero... the very safety of the world depends on you being prettier than your supermodel competitors, despite having bulging biceps and neck mucles that could crush walnuts! You'd better work! *RuPaul starts singing in the background*

If u got a good minigame, please send it in a pm to me so can add it to this post... otherwise you get the minigames between the comments etc. etc.
Comments please? any addition?

Greetz, Mr. DJ
Title: Re: Minigames
Post by: Snailer on January 16, 2007, 08:37:33 PM
How about..
YOUR KILL ARSHES GAME !!
Title: Re: Minigames
Post by: Christina on January 16, 2007, 10:17:57 PM
ummm i dunno if someone mentioned solitaire...
or maybe other card games
Title: Re: Minigames
Post by: Ravenshade on January 17, 2007, 12:00:08 AM
Chess?

Or something similar, perhaps draughts?

that might be an excellent game to try and figure out. Excellent programming experience I might add. You could make it like...large wizards chess or something or other.
Title: Re: Minigames
Post by: Yami on January 17, 2007, 12:01:49 AM
That game where there's a bunch of rubber ducks in a little pond and you have to pick one out of the pond and it has a symbol on the bottom and whatever you pick is like it's a prize that you can win!
Title: Re: Minigames
Post by: Ravenshade on January 17, 2007, 01:02:02 AM
That game where there's a bunch of rubber ducks in a little pond and you have to pick one out of the pond and it has a symbol on the bottom and whatever you pick is like it's a prize that you can win!

Is actually not a bad idea!

A fishing contest!
Title: Re: Minigames
Post by: GilgameshRO on January 17, 2007, 05:35:59 AM
I love this thread. It's giving me lots of great ideas. Which I won't share since I plan on using them. (needs more lasers)
Title: Re: Minigames
Post by: Blizzard on January 17, 2007, 05:00:10 PM
Concentration!

What's that? O_o

...

Nice ideas. I'll check them out.

How about..
YOUR KILL ARSHES GAME !!

Go to Vendetta in my game and enter the house in the upper right corner. It's in B2. ::)

ummm i dunno if someone mentioned solitaire...
or maybe other card games

Too ordinary. Windoze has it implemented. But I'll think about it.

Chess?

Or something similar, perhaps draughts?

that might be an excellent game to try and figure out. Excellent programming experience I might add. You could make it like...large wizards chess or something or other.

Chess wouldn't be hard to code, but the enemy AI would. I doubt I'll add it. But who knows...?

That game where there's a bunch of rubber ducks in a little pond and you have to pick one out of the pond and it has a symbol on the bottom and whatever you pick is like it's a prize that you can win!

Yup. A nice "random" minigame, lol! You can make it with events.

A fishing contest!

There is a already kind of a fishing contest, but it's not available in the Final Demo. You get to it 3 or 4 dungeons later.

I love this thread. It's giving me lots of great ideas. Which I won't share since I plan on using them. (needs more lasers)

You loveable bastard! <3

I already have added Hamilton's towers and a Pet monster Fighting arena (bet on monsters or train your own one) as well.
Title: Re: Minigames
Post by: Yami on January 17, 2007, 05:35:11 PM
Concentration!
What's that? O_o
It's like where you put a bunch of cards out on a table and you flip two over and if you get them the same you get points and go again but if they are not the same it is the other person's turn.  And you keep doing that until all the cards are gone.
Title: Re: Minigames
Post by: Blizzard on January 17, 2007, 05:37:48 PM
Ah, Memory! :D
Sure, I'll add it. ;D
Title: Re: Minigames
Post by: Yami on January 17, 2007, 05:58:31 PM
Yay!
Title: Re: Minigames
Post by: HowlingWinds on January 17, 2007, 06:34:22 PM
about that duck pond game. If anyone has played golden sun you know about the lucky coin fountain thingy. I was thinking that if you did that "random prize" thing they should have a special coin or a special item that you get in treasure chests in dungeons or drop off monsters. Or you could always make a NPC where you exchange money for a few special coins or what ever.
Title: Re: Minigames
Post by: robot797 on February 22, 2007, 02:13:13 PM
will you make a minigame game so we can download it
here is a minigame
http://www.megaupload.com/?d=LZZX66Q7
i dint make this i found it
Title: Re: Minigames
Post by: Blizzard on February 22, 2007, 07:42:17 PM
Oh no, all these minigames will appear in my game Chaos Project. That's why I'm asking: I want to know what the players would like to play.
Title: Re: Minigames
Post by: darkelementwars on February 22, 2007, 07:55:40 PM
hmm..a sharpshooting/sniping game where you shoot deer or something...
racing mini-games are always fun too...
Title: Re: Minigames
Post by: Blizzard on February 22, 2007, 08:27:43 PM
Hm... Yeah, racing sounds fun... And I already have an idea WHERE to put it... And there's already the Kill Arshes Minigame as a shooting game. xD
Title: Re: Minigames
Post by: robot797 on February 23, 2007, 07:43:27 AM
put them all in a game and let us fote whitch is the best
Title: Re: Minigames
Post by: Blizzard on February 23, 2007, 03:31:30 PM
Lol, ALL of them will be in CP. (^______^)
Title: Re: Minigames
Post by: Karo Rushe on February 23, 2007, 05:11:01 PM
 ::) A Battle Tournament, and that in each round you kill an opponent, you get some kind of Dice thingy which either increases, Adds or removes a status, Weapon, etc...?
Title: Re: Minigames
Post by: Blizzard on February 23, 2007, 05:20:37 PM
you get some kind of Dice thingy which either increases, Adds or removes a status, Weapon, etc...?

This is a great idea! Some kind of handicap each round! I was planning to make a tournament anyway, but I didn't think of that yet. ;8 So like kind of a random weapon, random armor and a random status effect each new round. ;8
Title: Re: Minigames
Post by: .:Pyroken Serafoculus:. on February 26, 2007, 10:37:17 AM
Ooh, ooh, do a DJ thingy where mixing the right music pleases the audience!

I suppose music-critiquing AI would be hard to make...
Title: Re: Minigames
Post by: robot797 on February 28, 2007, 08:43:29 AM
if they are ion the caos project how can we get them out for our own game?
Title: Re: Minigames
Post by: Blizzard on February 28, 2007, 11:52:47 AM
I might release them as a minigame collection as well. :)
Title: Re: Minigames
Post by: robot797 on March 01, 2007, 11:15:37 AM
tank you verry much
Title: Re: Minigames
Post by: Morris Lawry on March 01, 2007, 11:17:16 AM
Horse/dragon/dwarra racing
Title: Re: Minigames
Post by: Blizzard on March 01, 2007, 11:49:45 AM
Maybe horce race betting. :O
Title: Re: Minigames
Post by: Kokowam on March 01, 2007, 10:19:16 PM
Oh! What about Tetris? I like that game  :)
Title: Re: Minigames
Post by: Blizzard on March 02, 2007, 12:28:01 PM
Maybe.
Title: Re: Minigames
Post by: ataraxy2 on March 02, 2007, 12:35:08 PM
I dunno... Tetris might distract the player too much. :tpg:
Title: Re: Minigames
Post by: robot797 on December 26, 2007, 01:11:12 PM
cry no more blizzard
Title: Re: Minigames
Post by: Zeriab on December 26, 2007, 01:28:33 PM
Blizzard has left. *locks*

Blizzard can pm me and request this topic unlocked if he comes back. ^_^