Modify mechanics for a mini-game #630
jgbourque
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Mini-Games
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Why this task matters
Stealth Minigame Tips
These tips focus on features specific to the stealth minigame, especially the patrol behavior of guards and the way player defeat is handled.
1. Character Animations: Defeated & Alerted
The player character should include a “defeated” animation. If you don’t have unique artwork for this animation, you can leave the animation track in place but remove the individual frames inside it. Guard characters have an “alerted” animation that plays when they detect the player. You can customize how this looks by editing the frames in the sprite frames resource.
2. Setting Up New Guards & Patrol Paths
To add a new guard with a custom patrol path:
Path2D Toolset Pictured Below

3. Adjust Guard Behavior in the Inspector
Each guard has several properties that control how it behaves. Be sure to check the Inspector for each guard you place. You can customize things like: Vision cone size, patrol speed, alert delay, etc.. Adjusting these can change the feel and difficulty of your stealth scene.
4. Use Checkpoints to Set Player Respawn
This minigame supports checkpoints, which let the player respawn at the last checkpoint they reached if they’re defeated. An example checkpoint is already in the template scene. To add more, duplicate the example checkpoint and place them throughout your level.
Combat Mini-Game Tips
This mini-game is all about deflecting projectiles into targets. The core gameplay is already working, but there are many small ways you can customize or change how the game feels.
1. Explore the ‘ThrowingNPC’ Node
This part of the Scene Tree contains everything related to the throwing behavior:
Take your time exploring all the child nodes and Inspector properties inside the ThrowingNPC to find what’s available to change or build on.
2. Adjust the Game Using ‘FillGameLogic’
This custom node allows you to change how many targets (or barrels) need to be filled with projectiles in order to win. It’s also where you can add or edit the opening dialogue that appears before the game starts. This game handles both these elements in a single place to keep things simple.
3. Add Color Matching Challenges
Each Target node has a color field in the Inspector. If you assign a color (like red, blue, or green), the thrower will sometimes toss projectiles tinted with those colors. Only projectiles that match the target’s color will count toward filling it. If you use this mechanic, make sure to label your targets clearly so players know which projectile goes where. This adds a visual matching challenge on top of the basic deflection.
Sequence Puzzle Mini-Game Tips
The Sequence Puzzle mini-game is a memory challenge inspired by games like Simon. Players watch a short sequence of color pads light up, then must tap the same pads in the same order to complete the challenge.
This system is great for puzzles tied to memory, rhythm, melodies, or cultural patterns.
1. Understand the Structure
The main node called SequencePuzzle organizes the entire minigame. Inside it, you’ll find multiple SequencePuzzleStep nodes—each one represents a “round” of the puzzle that the player must solve.
These steps are listed in the Steps property of the SequencePuzzle node (in the Inspector). You can add or reorder them here to control the order players encounter them.
2. Use Color Objects
Each step in the puzzle uses objects like Red, Blue, Green, etc. The color pads are already placed in the template scene under the Objects node in the Scene Tree and can be seen and selected in the viewport as well. When customizing a puzzle step, you'll choose these pads to create a specific tap sequence. You can add new pads to the scene if you want more color options. Just make sure they’re added as children under the Objects node. This keeps everything organized and ensures they show up in the list when building sequences.
3. Create and Customize Sequence Steps
To create a new puzzle step (a new round):
4. Add and Reorder Steps in the Main Puzzle Node
After creating new SequencePuzzleSteps:
Steps not added here will be ignored during gameplay.
5. (Optional) Connect Steps to Hint Signs
You can link each sequence step to a Hint Sign, which gives the player a clue:
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