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LOCKPICK System announcement!

Hello everyone, I'm happy to announce that I finally got around to working on a Lock-picking system for Infection.
I've been wanting to do this for quite some time now, pretty much since the beginning of version 2.0, but never tried implementing it fully.
I wanted something somewhat unique and different, and something that wasn't too difficult to repeat as well as code.
And this is the final product as it stands:

It's really quite simple and won't ever be too hard to do, the main challenge for harder doors will be the time limit, which will vary from difficulty of the lock.
Changing this to reflect character skill level of "Lockpick" which gives you more time the higher the level you are. -As suggested by drakiyth, thanks!
So time given will start relatively low until you get more levels, for each level you will get +1 point to your Lockpick skill(Starts at 5), and time in the lockpick challenges will be decided by your current lockpick skill x2.
(ex. Lockpick Skill of 7, will give you a timer of 14seconds.)

Basically what you do is match the top "image" of columns with the bottom columns by either choosing to adjust the column or leave it alone and move onto the next.
Not every column will always have to be moved each time, but if you do choose "Next" on a column that needs to be adjusted there won't be any turning back and you'll ultimately fail the lockpicking session.
So you'll have to be careful and look closely, but be sure to get it all done within the time limit!

If you do succeed in picking the lock, you'll be awarded experience points which will of course vary again on the difficulty of the lock, and of course gain access to a new area/room/etc.
If you fail, the lock will become broken and unusable, thus disallowing you access.

I'm still working out a few minor problems with the system, but I can assure you you'll see this somewhere in the next update.
I hope this will add some fun and sense of "puzzles" to the game where I think it's lacking.

Cheers. :)


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This looks cool dude, but what happens with this kind of system is instead of your character being good at something it relies on the player being good instead which is a form of meta-gaming. I can understand why you put the system in but this basically leaves lock picking completely up to player skill instead of your character knowing his shit. Unless you make it where your character's skill adds time to the clock or something, than I can see that working both ways.

Overall it's a cool system. Good work, Infection.
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
I look at this and get a Sore Losers vibe.
It's the same chipset, but the idea is completely different. Always nice to be thought of, though! ^^

I actually like this, it seems pretty good. Lockpicking is so often discarded as "Check Speed, If Speed > X Pick Lock Else Fail!"
(Socrates would certainly not contadict me!)
I look at this and get a Sore Losers vibe.

me too!
the world ends in whatever my makerscore currently is
Thanks guys! I appreciate all the feedback. :)

@drakiyth- I've actually been thinking how I can incorporate the player's characters skills into the mix, and I didn't even think of time extension!
I might just do that. :P

@Corfaisus,F-G, chana- I got a strong Sore Losers vibe from it as well tbh! Didn't know it was the same chipset though, so an ode to you F-G! I'm sure a lot of this was inspired by you in the back of my mind.
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