Game Development Reference
In-Depth Information
Of course, if the player makes it out in time, all is well.
To add to the tension of the situation, you can make it so that certain doors and elevators
become inoperable at certain step milestones (such as 700 steps left, 300 steps left, and so on).
2.
A matching-pair memory game involving NPCs or symbols
Each pair of identical events should have its own variable. There should also be a variable
equal to the number of total pairs at the start of the game.
Another variable should be set to 2 and drop each time the player selects a spot. When a
member of a pair is spotted, its variable should be increased by 1.
When two spots have been uncovered, the counting variable will be at 0. The game should
check to see if any pair variables are at 2. If they are, we remove them and award the player
a point.
We can have another variable for Lives. The player loses a life every time he or she fails to
match a pair. If the player is out of lives, the minigame ends prematurely, and we reward
him/her based on points received.
If a pair has not been matched, we hide the two uncovered spots. If a pair has been
matched, we use Erase Event on it.
Adding the Minigame Areas to Our World Map
That just about concludes our chapter, but for one last thing: we haven't added our new locations to the world map!
Take a look at Figure 7-5 .
 
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