GCPP:Proposal-Slingjaw
Puzzle Codename: Slingjaw
Contact | |
Username: | The_Gun |
Additional contact info: | Mandalay on Viridian Ocean. sparrowhawk13@yahoo.com |
Project forum thread: |
Game concept
The classic see how fast you can slam the point of a knife beween your fingers while your hand is spread on the table game. A classic pirate pasttime!
Objective
To successfully slam the point of yer knife in between yer fingers while your hand is spread on the table longer than your opponent can.
Gameplay
The game plays similar to Guitar Hero. There are 4 colums, representing each of the 4 spaces in between your spread fingers. Indicators begin scrolling down from the top of the screen towards a 'ground zero point'; the ideal point at which the key corresponding to that space must be pressed in order to qualify as a good strike. Each column is linked to a key on the keyboard, for example the a,s,d, and f keys, each key corresponding to a space in between the fingers. Missed strikes cause damage to your hand, eventually leading to elimination.
Scoring
Scoring is based on how accurately the player times his strikes to coincide with the line indicating the ideal strike time (the ground zero line). Strings of correctly timed strikes increase a multiplyer, and goes towards an overall player rating for the match. Think of this as an indication of how much the inevitable crowd of surrounding pirates favors that player's performance. As the popularity of the less efficient player declines, the crowd beginds tossing their OWN knives into the mix and onto the scrolling indicator area next to an adjacent strike. The result is TWO keys having to be pressed simultaneously at the ground zero line to successfully complete the strike (think of chords in guitar hero). Striking a finger (miss-timing the strike, or missing the strike completely) causes the multiplyer to be reset and damage caused to the player. Once a certain ammount of damage has been reached, that player is eliminated.
Variability
The scrolling indicators are generated at random, so every game is different than the last!
End criteria
When one player has missed enough strikes and caused enough damage to their hand, they are eliminated and the game is over.
Difficulty scaling
As game play progresses, the speed of the scrolling indicators increases. As the speed increases, the 'window' in which an indicator can be struck successfully narrows, so eventually a top notch player must be able to complete a long string of fast moving, random indicators on a much narrower scale, say the equivalent of a novice's 'perfect' range.
Crafting type
Well, as you can see from the above description, this concept did not begin as a crafting puzzle. It's an idea I've had for a while, and this seems to be the only place to express it. I believe this game would be much more entertaining in the format stated above, as I think the concept is quite novel and very piratey; a great addition to sword battling and rumbling and a fun way for Pirates to entertain themselves while idling on a ship or on land. HOWEVER, if one was to implement this as a crafting puzzle, simply replace 'knife' with 'hammer', 'hand' with 'anvil', and 'scrolling indicators' with 'molten hunks of ore pouring out of a forge' and you're set. Instant Ironworking game!
Known problems
None yet, the game is still in my head and on this page only! Please programmers, contact me and lets make this game a reality.
Notes
Images