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Mini-Game or Action Based Combat?

I've come to a point in Infection, where I'm really trying to decide on a gameplay element for Jonathan's final flashback.
I don't want to use the standard turn-based combat, I want it to be different. Because after this point I'll probably implement the same type of gameplay for the rest of the final flackbacks(the third in the character's series)

So, I'm looking into mini-game options that include some type of combat, since you'll be fighting or avoiding infected, and turn based just isn't going to work here because I don't want any stats, level, items, healing, etc to be a factor.
Another thing I'm considering is just setting up a simple action based combat system with melee, all on screen fighting.

I'll be looking into a few different options, and whatever I don't use now I'll probably save and use for another flashback sequence, so no harm no foul at this point.
I'm up for suggestions of what seems like an appropriate mini-game for a game like Infection, and if you want anymore details on what exactly will be happening I'm more than happy to share.

And that leads me to my final point;
What are your thoughts on mini-games? Especially ones that change the gameplay style like it will here?
And are mini-games a must for RPG style games? Do they help break up the monotony of the turn-based combat?

(Keep in mind this is only for a short segment of the storyline, but I'd still like to hear people's opinions."

I originally was just going to post this on the gamepage through a comment, but I don't post that many blogs and this seems worth it. :)
Because this is to everyone on RMN, not just my subscribers.


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I guess several ideas could fit well:

A) Push and pull objects to make barricades, preventing zombies from reaching you.
B) Aim a reticle at big zombie characters, shooting the head for a faster kill, FPS style.
C) Run inside a maze and try to find an exit or a hiding place while zombies jump through windows and stuff.
D) Swing a club around to smack zombies away or perform a forward combo attack to kill them faster while you slowly make your way to a safe spot because of a severe injury.
E) Drive a car, avoid obstacles and run zombies over.

Those shouldn't be too hard to code.
the world ends in whatever my makerscore currently is
We think a lot alike, A, B, and D I'm still considering.
Though I didn't think about driving a car, I like that idea alot.

For now I'm leaning more on a simple hack n slash type mini-game, or even using one of the tutorials from here with pressing the correct buttons to avoid or deal damage, failing to do so would result in an injury, which you won't be able to take a lot of.

EDIT: Well! I think I know what I'm going to be doing mini-game wise for this particular scene, I'm going with Kazesui's Button Input minigame.
I think it can be challenging, more than likely easier to some than others.
Basically you'll have a HUD with a health bar(thinking currently 5 lives, or injuries you can sustain before a gameover) and then a box next to it than when you engage infected or they you, will pop what keys have to be pressed, in correct order within the given time between each one to win the fight. If not entered as they are or you are not quick enough you'll take an injury.

I am however, still curious to what anyone has to say! Considering I probably will be making a driving mini-game in the future(because that just sounds fun! :D)
I also have plans for "stealth" mini-games for the last chapter.

So, stay tuned! If I get this all done by tonight I'll show it off is possible!
Glad you are still working on this, I would like to see this in action based.
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.

ok yeah I got nothing

LockeZ, no, you're onto something! Zombie Chocobos have the ability to slip on their brains for a quick boost of speed - the perfect gameplay.

Also, yeah, I'm glad you're still truckin' on this!
the world ends in whatever my makerscore currently is
Thanks guys! :D

I appreciate the support, I have an update coming soon with some big changes! (not to gameplay, but to story!)

And I would love to do this in ABS...but alas, too late now!

Minigames are tough, since you're essentially creating a new, perfectly functional combat system that is only expressed in a small part of the game. This means that you have to deal with the same headaches of ensuring balance and challenge in the minigames as you do in the main game.

Since these sound like they're going to be non-optional sections, I suggest giving the player some choices they can make before the minigame kicks in. Being able to get a handgun with a few rounds in it, or to barricade a door or something like that beforehand would allow players who--for one reason or another--happen to be bad at the mini-game to get enough of an edge to still progress through the story. Nothing is worse than getting stuck on a frustrating unskippable minigame midway through an otherwise excellent game.
the world ends in whatever my makerscore currently is
^Words of wisdom! :D

I will be keeping that in mind, thank you.
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