"Pete" said: Naaa, I remember getting the finish piece being surrounded by alarm pieces multiple times. Lucky you? I have literally never seen such a thing. Either I'm dead lucky, or you're very unlucky.
Regardless, that's all a bit off-topic, when the point is about minigames in Driftmoon.
"ville" said: Minigames do sound great, but how would the modder define them? I can't think of anything but that I would have to make them first, then they could be activated on demand, changing some parameters perhaps. If the modder can define UI elements that pop-up on-demand, move around dynamically, and give back response upon various kinds of interaction, minigames are easily possible. Of course, it also makes it possible to add things like a Tetris screen or Minesweeper or other silly little things, but that pretty much comes with being able to manipulate UI elements (and even without it, for those of you who remember that extremely silly Tetris plugin for Morrowind, which had the buttons be activators in the game world and the "screen" be a bunch of floating Dwemer blocks).
"ville" said: There's the option of creating the minigames as word puzzles using the talk system. There were plenty of those in Baldur's Gate, and I thought some of them were pretty good. But it wouldn't fit for repetitious tasks like item combining. That's the weakest kind of mod-based UI interaction. It's neccessary for some things (Fallout 3's CRAFT mod uses a dialogue-based menu for its easy extendability, for instance), but it would be nicer to have better options available.
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