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Hi @manuq @wjt and team!
The members of Team 5, part of Group 6:
@ChiguireDigital
@Josechris02
@Legendender
@ProgramaGrueso
@ZeroAdrian100
have developed the concept for their second minigame for their Storyquest (Core: Threadbare).
This proposal expands on Marci's story and introduces a new gameplay mechanic inspired by Vampire Survivors.
Here’s the English version (original in Spanish attached).
Narrative Summary
It was a very ancient time, in a world brimming with magic. Marci (the game's protagonist) is unjustly imprisoned by her husband, who wanted custody of their daughter. The story recounts her escape and her journey back home to reunite with her daughter.
In the second minigame, which takes place right after Marci escapes from prison (the first minigame uses stealth mechanics), she finds herself in a vast forest being pursued by magical wolves.
Using her powers, she must throw fireballs to defend herself and survive.
Gameplay Explanation
Taking inspiration from Vampire Survivors, our programmer Juan has developed an early prototype of the mechanic.
Our idea is that, for a predetermined amount of time, the wolves will appear outside the player's camera view and gradually approach Marci.
As they get closer, Marci will automatically fire fireballs at the nearest enemy.
As shown in the prototype video, the minigame will include two power-ups:
One increases the rate at which the fireballs are fired.
And the other instantly eliminates all enemies on screen, giving the player a brief respite.
When all the wolves are defeated (the number will be adjusted according to the desired duration of the minigame), a Threadbare thread will appear in the center of the arena, allowing the player to advance to the third and final minigame.
Thanks! 😊
minijuego2.mp4
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Replies: 4 comments 1 reply
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Hello everyone!
Yes I don't see any problem with this mechanic. It is only a bit unfortunate that you didn't develop your prototype inside Threadbare, now you will have to start from scratch. Two hints for developing this in Threadbare:
- There is a ProjectileBehavior node in the project, that combined with a Timer node can spawn projectiles frequently like in your prototype. The only scripting you'll need is for changing the target to the closest enemy.
- For the enemy, there are two nodes that can work for you: the NavigationFollowWalkBehavior and the FollowWalkBehavior. I suggest you use NavigationFollowWalkBehavior with a shared NavigationRegion2D for all the enemies.
All of this is demonstrated in the gym testing scene. You can open it in the editor: scenes/game_elements/characters/components/gym_area_test.tscn
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@ChiguireDigital @Josechris02 @Legendender @ProgramaGrueso @ZeroAdrian100 hi, can you tell us how did it go? Did you implement the vampire survivors mechanic?
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Do you have a link to a playable web build of a scene using this mechanic?
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