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 Minigames C

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Slissith

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PostSubject: Minigames C   Tue May 13, 2014 12:27 pm

This game mode is meant for multiplayer. The C stands for Crusade.

There are 3 sub-versions of this game mode: Free For All(2-6 players), 2 Teams (4 or 6 players) and 3 Teams(6 players).

I envision this mode as the following: players initially decide a mode, which is either free for all, 2 teams or 3 teams. If the mode is free for all, the players immediately start playing and rotating between all viable minigames. If it's a team mode, players group themsleves into teams and then the minigames start. After each minigame is over, the score of all players is calculated and a leaderboard is displayed. Then all players must press "ready" for the next minigame.

The host is able to set:

  • Number of points that define a winner.
  • Number of minigame rounds.
  • Minigames that are excluded from the random picking.


The Minigames:

Dance Smash Resolution
All modes
Players are seperated into 4 rooms with little space and there's a large monitor screen at the center, close to the top of the screen. Music starts playing, and the monitor begins to exhibit moves that you should perform, such as Side Smash, Down Tilt, Up Air etc. Much like in karaoke, the move begins written in white letters in order to prepare the players, but must performed when it turns yellow.

Trophalcon
All modes
The stage is pretty much like the trophy stage in melee. Players are supposed to throw as many trophies as possible into the appropiate area. There could be just one of these, or 1 for each team or player.

Smash Race
All modes
Essentially a competitive Race to the Finish. Players can hit each other and items spawn throughout the race.

Sandbag Volleybag
All modes
This stage is a cage, so knockouts are impossible. Players are unable to hit each other. A sandbag spawns and players must hit it according to a randomized order. The player that must hit the Sandbag is indicated by a very small, cursor like Master Hand above him, pointing at him. When the designated player fails to hit Sandbag, he gets KO'd and the Sandbag respawns at the top of the stage. Also, to make things easier, the walls should increase the Sandbag's upward velocity at contact. This continues untill all but one player or team has lost.

Bomb-Ob-session
All modes
The stage is plain, and final destination like. Players can't hit each other and do not recieve insibility from ledges. Bomb-Ombs spawn perpetually. Last man standing wins.

King of the Hill
All modes
KOs are impossible and no damage can be dealt. The stage is like Final Destination, except for the center (the hill) which is of slighty higher elevation.

Ping Pong
2 Teams
Teams play in a cage , with each team owning one side. Each side also has one platform at middle height. Teams hurl a football at each other, attempting to hit each other's goalpost.

Master Butchers
All modes
This minigame takes place in a zelda maze similar to that of melee's adventure mode. The players start in the same spot and attempt to find the triforce before anyone else. It might be a little bit too similar to Smash Race, however. Much like in melee, the master swords spawn enemy links.

Tetris
All modes
Players start on a tetris stage and climb to the top as blocks fall down. Players that are crushed by falling blocks lose. The first player to reach the top wins.

Vampires
2 Teams
The vampires have 5-10 minutes to find and kill the vampire hunters in a maze. The vampires are stronger and cannot die, but cannot use items. Vampire Hunters can use items.

Multi Bro Crusade
All modes
Players fight endless waves of wireframes, and each other. Last man standing wins.

Flame Tag
Free For All
The match begins with one of the players being tag (and on fire) and a timer counting down to zero, resulting in their death. In order to stop the count down, they have to made direct physical contact with another player, whose timer will begin counting down to zero if successful. The game ends when all but one of the players' timers reach zero.

-It would take place on a somewhat small-ish stage with one side being higher elevated than the other, but with said other having a floating platform above it. (Although, we can change this if you guys feel like we can do better than this.)
-Non-tagged players can repel the tagged player with physical attacks, but can get tagged if they get attacked by him.

Crusader Defense
2 Teams
2 teams are deployed in a long stage, with 2 pits (one for each team) in the middle. Enemies begin walking from the edges of the stage towards each pit, and each team has to defend its pit and disallow the enemies to enter it. The first team to allow for over x enemies to enter its pit loses.


Last edited by Slissith on Sun Nov 09, 2014 6:44 am; edited 8 times in total
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C_Mill24
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PostSubject: Re: Minigames C   Tue May 13, 2014 12:29 pm

These actually sound pretty cool.
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MercuryHg34

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PostSubject: Re: Minigames C   Tue May 13, 2014 2:01 pm

King of the Hill

So basically Smash Bros.
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Slissith

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PostSubject: Re: Minigames C   Tue May 13, 2014 2:11 pm

MercuryHg34 wrote:
King of the Hill

So basically Smash Bros.

Good point.

A couple of solutions include:


  • KOs are impossible.
  • No damage and knockback scaling.
  • The hill could be a more interesting area, such as the bottom rock of Hyrule Temple.


Besides all that, yes, smash bros.
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PostSubject: Re: Minigames C   Tue May 13, 2014 3:49 pm

No KO's possible? That'd be interesting and hilarious.
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PostSubject: Re: Minigames C   Tue May 13, 2014 3:52 pm

These all actually sound really fun, Sliss.
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C_Mill24
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PostSubject: Re: Minigames C   Tue May 13, 2014 5:07 pm

SSF2 devs take notes!
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SP



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PostSubject: Re: Minigames C   Tue May 13, 2014 5:34 pm

Sliss stole these from SSF2 what are you talking about
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Slissith

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PostSubject: Re: Minigames C   Tue May 13, 2014 5:42 pm

Nice to hear that you guys like the idea.

Does anyone have an idea for more minigames?

I actually got another idea... I will update the original post.

EDIT: There you go. Added a bunch of other minigames such as "Vampires", "Tetris" and "Multi Bro Crusade".
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PostSubject: Re: Minigames C   Tue May 13, 2014 6:54 pm

Flame Tag (Inspired By Timesplitters 2)
The match beings with one of the players being tag (and on fire) and a timer counting down to zero, resulting in their death. In order to stop the count down, they have to made direct physical contact with another player, whose timer will begin counting down to zero if successful. The game ends when all but one of the players' timers reach zero.

-It would take place on a somewhat small-ish stage with one side being higher elevated than the other, but with said other having a floating platform above it. (Although, we can change this if you guys feel like we can do better than this.)
-Non-tagged players can repel the tagged player with physical attacks, but can get tagged if they get attacked by him.
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PostSubject: Re: Minigames C   Wed May 14, 2014 11:39 am

This is some ideas i would love to see on Crusade, and with the 6 Players, this could be Mayhem

I found myself liking more Bomb-Ob-session
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Z1GMA
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PostSubject: Re: Minigames C   Thu May 15, 2014 10:34 am

I like Smash Race, but I think there should maybe be some kind of twist or system that balances it out a bit, otherwise it'd turn into Sonic Race. Just my personal opinion.
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Slissith

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PostSubject: Re: Minigames C   Thu May 15, 2014 11:19 am

Mr. Mistress wrote:
Flame Tag (Inspired By Timesplitters 2)
The match beings with one of the players being tag (and on fire) and a timer counting down to zero, resulting in their death. In order to stop the count down, they have to made direct physical contact with another player, whose timer will begin counting down to zero if successful. The game ends when all but one of the players' timers reach zero.

-It would take place on a somewhat small-ish stage with one side being higher elevated than the other, but with said other having a floating platform above it. (Although, we can change this if you guys feel like we can do better than this.)
-Non-tagged players can repel the tagged player with physical attacks, but can get tagged if they get attacked by him.

Thanks for the contribution! Added.

Johnny64 wrote:
This is some ideas i would love to see on Crusade, and with the 6 Players, this could be Mayhem

I found myself liking more Bomb-Ob-session

I see.And yes, mayhem was exactly what I was thiking with some of these modes. Bobm-Ob-session could take place in a stage with platforms etc to increase survivability and suspense.

Cigma wrote:
I like Smash Race, but I think there should maybe be some kind of twist or system that balances it out a bit, otherwise it'd turn into Sonic Race. Just my personal opinion.

You're correct. A couple of solutions include:


  • Traps and hazards exist throughout the race. Heavier characters are slown down significantly less by those.
  • Distributing power-ups, which can only be taken by being attacked with particularly strong attacks. The same could be done with shortcuts.
  • Sonic is banned Troll
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PostSubject: Re: Minigames C   Fri May 16, 2014 7:28 am

Well, if the Race to the Finish is maze-like, like it was in Melee, Sonic wouldn't even be broken, because his ground mobility would only be useful for small sections of it. He'd still be one of the best because of SD, but he'd also only contend with other high mobility characters like Tails, Knux, Ridley and Jigglypuff.
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Slissith

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PostSubject: Re: Minigames C   Thu Nov 06, 2014 5:27 am

Updated. Added "Crusader Defense" and clarified some lobby related information, as I envision it.
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PostSubject: Re: Minigames C   Thu Nov 06, 2014 6:10 am

Yeah, I'd incorporate this into Smash Tour.
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PostSubject: Re: Minigames C   Thu Nov 06, 2014 6:41 am

I really love the idea for a minigame mode! Just one small thing to add, though. In Bomb-Ob-session, grabbing on to a ledge should NOT grant you invincibility.
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Slissith

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PostSubject: Re: Minigames C   Sun Nov 09, 2014 6:41 am

TaXMaN wrote:
I really love the idea for a minigame mode! Just one small thing to add, though. In Bomb-Ob-session, grabbing on to a ledge should NOT grant you invincibility.

Great idea! Added!
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