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Well, I have completely implemented the first minigame into Interactive Buddy mobile. It's called "Gems", and the goal is to smash the buddy into as many gems (which spawn about once a second in the world) as possible within two minutes. The tricky thing is that all the interaction methods besides explode are turned off for the duration of the game. Thus you must use the force of the explosions to propel the buddy into the gems.

Here's a pic... i.imgur.com/ELxah.png

The particle effects for the gems came out really great--you'll see when you see it in motion (assuming you buy the game :) )

The nice thing is that since I already laid out and coded the "framework" for minigames as I was making "Gems", the rest of them should take much less time to implement (hopefully less than the two days it took me to get "Gems" running).

If anyone has ideas for one or two more minigames, let me know. I still have to come up with ideas for those. Nothing too complicated though--I'd like to have the other two minigames implemented by the end of the weekend.
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:iconsnorlon:
Snorlon Featured By Owner Nov 16, 2010
You might want to consider a mini-game where the goal is to keep a basketball away from the buddy for as long as you can as he tries harder and harder to take it from you or something along those lines.
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:iconcodbroadway:
Codbroadway Featured By Owner Nov 13, 2010
You should make some of the minigames connect to Game Center.
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:iconshock-value:
shock-value Featured By Owner Nov 13, 2010
That would make sense for achievements and leaderboards. I don't think I'll get it in for the initial release but I'll definitely look into it for an update.
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:iconcodbroadway:
Codbroadway Featured By Owner Nov 13, 2010
Well thats gonna be a BIG leaderboard then, if you catch my drift ;)
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:iconthedistractedone:
TheDistractedOne Featured By Owner Nov 12, 2010
I'd play a game that tracked how much damage I could do to my buddy in two minutes if I could do so by making some sort of obstacle course (read: death trap (read: hellish hill with spikes and mines etc)). :3
Even if you just made a whole bunch of those type of levels and then released them, instead of something to let us build our own (which would probably be hard. :/).
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:iconshock-value:
shock-value Featured By Owner Nov 12, 2010
Well that's definitely something you could do in the Flash version (make an obstacle course and save it and share it with other people if you want).

The mobile version is a little different though. It doesn't have a lot of complicated, placeable items. Instead it's more focused on making the physical interaction as natural and fun as possible. In fact right now the only placeable items are basketballs, and you can only have about ten of them on the stage it one time (similar to the old original Interactive Buddy). The stage is also a lot smaller, since the screen of a phone is obviously very small compared to a monitor.

So those are the constraints I am facing. :) I will try out the damage minigame though to see if it is any fun. Probably I'll start messing around with it tomorrow (Saturday).
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:iconthedistractedone:
TheDistractedOne Featured By Owner Nov 12, 2010
I figured it would be harder on the mobile. >_>
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:iconkyndevhi:
Kyndevhi Featured By Owner Nov 12, 2010  Hobbyist Digital Artist
Nice.
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:iconshock-value:
shock-value Featured By Owner Nov 12, 2010
Also, I noted last journal entry that I had two ideas for minigames. The first was for "Gems", the second was just to keep track of how much damage was dealt to the buddy in two minutes. I'm thinking that second idea would be kind of boring though, which is why I am trying to come up with two more ideas instead.
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November 12, 2010
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