Keys! You want 'em, we might have 'em.



[I did not have images of the upcoming features set yet, so please accept these mock-ups done in paint for now]

This week, after finishing the inventory, I started work on the keys, which are the "win condition" of our game. Players will have to reach a golden tile on the board to purchase them, and this tile will move after one has been collected. This fun mechanic will keep our players on their toes, and very possibly mad at their own friends.

Keys will have a steep price as part of the difficulty, so make sure you win minigames and rack up on money!

On the technical side, luckily, since I already dealt with the items, shop, and inventory system, I will have enough experience to finish the job fairly quickly because the systems are fairly similar. Get the current player, raise their key count, subtract the correct amount of gems from them. I have to be careful to set all the player data correctly moving forward, or I can take a wrong turn, miss a link, and remove some keys from the player.

The hardest part will come next week: the actual win condition. I will make an extra split in the map where players can access a big door to escape, and only if they have a certain amount of keys can they escape and win the game. This will require a few checks, which aren't too difficult, but I will have to alter the flow of the board logic once the player reaches this branch. Will the player turn around if they don't have enough? Will they be teleported back? Will they lose immediately, and die in the process? Find out next week in DBZ (D(P)arty B(P)anic (Z))!

Marcos out!

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