Claybourne Posted May 12, 2012 Share Posted May 12, 2012 (edited) This Post is probably in the wrong Thread. I apologize. I had intended to post it under Requests (though Im guessing the idea isn't exactly "feasible"). Basically, the idea takes a page from the Oblivion style of Lockpicking and by adding incremental steps, extends the Lockpicking minigame and adding more difficulty / realism. There would be one tumbler for every level of a locks Difficulty. Each Tumber is "set" in a series of steps in which the keyhole graphic advances until the last Tumbler is successfully picked. ------------------------ The Lockpicking Steps. 1. The Player moves the Lockpick left and right and once he thinks he is over the spot of a Tumbler he can try to open the lock with the strafe keys exactly how the game works now. 2. If the Lockpick is in the correct position of the Tumbler, the keyhole graphic (strafe keys) advances a step and a click is heard as that Tumbler is "set". The keyhole graphic now has a new "home" position from which it advances. For each Tumbler that is successfully set, the keyhole advances more towards open. Ideally, Id love there to be a safecracking element to the Lockpicking game, namely in the sounds that the Lockpick makes as it is moved left and right. There would be a slightly "different" sound that indicates the Lockpick is in the vicinity of a Tumbler... similiar to how a safecracker listens to the dial. ------------------------ EXAMPLE: A Player picking a Apprentice Difficulty Lock (Two Tumblers). 1. The Player moves the Lockpick left and right listening for a subtle sound indicator that the Lockpick is in the vicinity of a Tumbler. 2. The Player uses the strafe keys to try and advance the keyhole. He is in the wrong position and the keyhole starts to shake. 2a The Player adjusts the Lockpick, repeating step 1 and moving one to Step 3. 3. The Player is successful and the keyhole advances a quarter of a turn and stops with a loud click. The first Tumbler has been set. 4. The keyhole graphic has a new home position in that it will now advance from the quarter-turn position. 5. The Player moves the Lockpick left and right, listening for a subtle indicator that the Lockpick is in the vicinity of the second Tumbler. 6. The Player uses the strafe keys to try and advance the keyhole, which turns clockwise from the quarter-turn position. 7. The 2nd Tumber is successfully set and the Lock automatically opens. Edited May 12, 2012 by Claybourne Link to comment Share on other sites More sharing options...
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