Musings on the parts cutting mini-game design


I've been thinking for some time about ways to make this parts-cutting mini-game module more challenging, compelling and engaging.  I'd like to incorporate this activity into the game but as it stands, it's well, pretty boring after the first try. Part of the reason for that is probably the fact that you really can't lose, and thus there isn't any challenge. 

Ideas that I have been stewing on center around making this part of an exogenous economy -- perhaps maybe you could buy certain blueprints and sell parts you've created to buy the next set of plans. Maybe you start out making unrelated, simple items like workbenches or axe handles.  Maybe there is a bonus for completing the part in a certain amount of time.

The other idea I have been toying with is somehow making it possible to screw up and make the part incorrectly. This can't be completely random though, it has to be possible to make the part perfectly. So how exactly this could work has me a little bit stumped. Maybe it's possible to transfer the pattern incorrectly somehow? 

I decided to put the question to the folks at GameDev.StackExchange. If you are a game developer, you've probably stumbled over this site or one of its sisters many times; but I've found it really does pay to frequent it regularly. There are a lot of smart people there helping folks with all aspects of game development, from game design to nuts and bolts of shaders or programming ballistics. If you are interested, you can read my question here, along with the replies

User Theraot suggested I concentrate on the carpentry tools and techniques the player has access to, making them extrinsic rewards as players unlock better and more efficient tools. Maybe at first you can only create straight cuts, for instance. He was bothered too, by the unrealistic way the player can start anywhere on the panel, instead of first having to drill a pilot hole for the saw for interior cuts.

Meanwhile, niemiro suggested I concentrate on the player input side of things -- instead of using the mouse to simply trace the pattern, force the player to use the keyboard or other means to "drive" the saw around the pattern like a car on a race track.

I like both of these suggestions, and hopefully there will be a few more! 

What do you think? Try the demo and let me know in the comments what you think would make it more fun.

--Bo

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