"My Little Party (2013 Archive)" By FrozenRaine (https://pastebin.com/u/FrozenRaine) URL: https://pastebin.com/E3FAN98E Created on: Thursday 6th of April 2017 08:09:50 PM CDT Retrieved on: Saturday 31 of October 2020 01:23:28 AM UTC [[ MY LITTLE PARTY ]] Etherpad: https://old.etherpad-mozilla.org/PXdcu78LbD Semi-important thing of note: Make sure to clear the colors only for gameplay ideas. Discussions held on the document or non-final suggestions should keep their colors! NOTE FOR NEWCOMERS We really REALLY fucking REALLY need animators. something fun to start with are the character team names (~line 203) and the character lines (~ line 625) We are good for 4 player minigames and 2v2, but we are lacking in item, battle, duel, discord, and 1v3 minigames. It would be nice we actually have drawfags and some 3-D modeling for the boards. Things needed: artbros, animationbros, codebros Don't be afraid to throw ideas around. Just spitballing will help a lot. ARTISTS: We are NOT ok for now! Feel free to join! * ANIMATORS: We are NOT ok for now! Feel free to join! * PROGRAMMERS: Help Wanted. MUSICIANS: We are NOT ok for now! Feel free to join! ** CURRENT NEWS AND EVENTS ** ** Codefag Gathering: 8 PM EST. 04-4-2013 (Thursday) ** ** Meet at https://etherpad.mozilla.org/TznDouwc6D ** ** Game Progress Update ** http://youtu.be/Z4Nkhov0LYk CPU/ Camera Switching tests - http://youtu.be/PhJAW21mv4k CPU/ Bit testing - http://youtu.be/xNaDv1z9sw8 Test build 5! (same as 4 only works + apple item) Map to help explain where bugs happen(23 and 24 are slightly off):http://i.imgur.com/5ZuEeMh.jpg 32-bit: http://code.google.com/p/mlp-mp/downloads/detail?name=test5_32bit.rar 64-bit: use the 32 bit version for now. Test Build 5 notes: //A lot has been added into this build and is kinda buggy still. * General bug fixing * Top right hand corner shouldn't be as buggy now. * Fixed most of the bugs where the counter would end on a 1 * Players should now always land exactly in the middle on the pads. * You should collect bits on every Pad now. * added a turn counter and a gameover conditions * you can pick the amount of turn you want with slider on the level select screen * Added a simple test minigame.(push p to win) * Finally gave the CPU a pony model. * Add the apple item, you infinite amounts for now, only works for a random roll. Slight update for next build (couple of days from 23/05/2013): * Who knows what's next... * Probably going to make a minigame that's actually a game. * Might Implement the CPU AI in the next one too. * Try to make a physics engine for the minigames that require the player to * jump, walk, etc. With that done you can just apply it to various minigames so * it's easier to get things done. * Unity has a built in physics engine, making the minigmaes isn't hard, just very time consuming and I think getting the core mechanics, like turns and switching from minigames to game boards are more important. That being said I getting to the point where I'll make a real minigame. * =================================================================== ** Skype Meetings ** We are trying to set up a time for a Skype meeting so we can get everything organized among the team. If you are willing to participate please post what times you will be able to do it. Thanks. Sixth Skype Meeting: Electric Boogaloo; THIS TIME IT'S NOT DANGERESQUE 1! Let's try to make it this time. Suggested time: 5.5.2013, 6/7pm Eastern Time which is 3 pacific, 4 mountain, and 5 central. I might be able to make it on the 5th, have some comp stuff set up for "the weekend" so I'll try to make it work First Skype Meeting Was on 3.21.2013 at 8:00pm EST Zip, KB, Mousey, and Frozen Raine attended. Meeting Notes * We did nothing productive. * We discussed which map to start working on first, Sweet Apple Acres * We also discussed changing the direction on that board for some spaces since it snakes oddly. * We also discussed the possible concepts for dice replacements. The idea that people seemed to like was a book flipping pages for the roll. Second Skype Meeting Was on 3.25.2013 at 6:00pm EST Zip, KB, Mousey, NotLyra, and WN attended. Meeting Notes * Finished SAA Board Concept (see concept art for updated version) * No agreement on plot direction but leaning towards retelling of Return of Harmony * Considered removing Appleoosa and Changeling Dungeon, we can leave the notes on the MoPad, but it will have to be made after the game is complete. Definitely keeping Crystal Empire though. Celestial body board can also be axed. * Agreed on layout for Chaos Capital * Layout for Canterlot should be Castle, not City to avoid similarities with Manehattan * Discussed possibility of limiting character selection during Story mode, letting player selection happen for the final board only. * Discussed whether or not bonus shards awarded at the end of the game should be enabled for story. * Discussed possibility of all 6 main boards being opened up after finishing the tutorial board. * Discussed possibility of adding a Bowser Jr. to the game (when a shard is purchased, the space becomes a bowser-jr-esque space where passing takes 5 bits or (rarely) gives 5 bits) * Discussed possiblity of having Trixie be the duel/battle host, moving Shining Armor to the Crystal Empire board. Third Skype Meeting Was on 3/30/2013 at 7:45pm EST Zip, KB, and Frozen Raine attended Meeting Notes * Finalized video to show to /mlp/, new thread is up check links * Finished up some space concept art, check artwork * Striked out a couple items, added notes for review * Finished up Everfree Music Fourth Skype Meeting Was on 4.5.2013 at 7:30pm EST Zip, KB, Mousey, and WN attended. Meeting Notes * Minigame Discussion -- Serpent Scurry; Want It, Need It; Diamond Dog Hunt; Over a Barrel; Dressup Matchup * Finished discord space concept (3 variations) and base shard space, see space images * Fixed some bugs with movement in the build Fifth Skype Meeting Was on 4.20.2013 (lololol) at 7:00pm EDT. KB and Zip attended. Meeting Notes: * Concept Art for Shards: http://imgur.com/eiI49tP SKYPE USERNAMES: Zip- just about any time now. Skype username-> "sutterbotch" (has a pic of spiderman)\ NotLyra Skype username: "NotLyra" pic of some guy with a plunger on his head with his thumb up WN - I can do it on weekends. Skype username: "wadanonymous" (Pic has a a cat, a woman and a bunch of drums.) KB - I am available after work most days, usually any time after 6pm est Skype username: "kazooiebanjo" (has a pic of panty) Mousey - As I'm a student, times vary, but usually I can get on after 4:00 MST. Do not account for DST. Skype is "indispensableirritation", picture is a Spy from Team Fortress 2. Also available on Steam if anyone cares, custom URL is /id/silversp =================================================================== Codebro's MoPad: https://etherpad.mozilla.org/TznDouwc6D Musicbro's MoPad: https://etherpad.mozilla.org/iTktAbBD83 Backup Pad: http://board.net/p/r.aJHFNsph1AuStWPt (Read Only. Ask WN for the edit URL) Active /mlp/ Thread: ded (lik dis if u cry evertim) ;-; Archived /mlp/ Threads: 1. http://archive.heinessen.com/mlp/thread/8852485 (3/5/2013 - 3/8/2013) 2. http://archive.heinessen.com/mlp/thread/8942516 (3/9/2013 - 3/10/2013) 3. http://archive.heinessen.com/mlp/thread/8968132 (3/10/2013 - 3/15/2013) 4. http://archive.heinessen.com/mlp/thread/9298867 (3/23/2013 - 3/25/2013) 5. http://archive.heinessen.com/mlp/thread/9471746 (3/30/2013 - 3/31/2013) >RIP in pieces Steam Group: http://steamcommunity.com/groups/mylittleponymp Google Group: https://groups.google.com/d/forum/my-little-party (This eliminates the need for a forum) Concept Art: * Imgur Album: http://imgur.com/a/m3r2A#0 * http://i.imgur.com/6tQMzG4.png (Gingernut) Title Screen Rough Sketch (almost finished the actual screen, just finishing the vectors on the ponies; should be done soon -Gingernut) <-- awesome. * http://i.imgur.com/j5aNxFT.jpg (KB) Everfree Forest Rough Sketch * http://i.imgur.com/mBNjLqY.jpg (NotLyra) Everfree (possible) space coloration. * http://i.imgur.com/EBwhv83.png (WN) Player Score Cards (Updated, again) * http://i.imgur.com/bKeDR4i.jpg (Anon) Sweet Apple Acres Rough Sketch * http://i.imgur.com/cCG18Pe.jpg (WN) Font test for "X Wins!" and "Team X Wins!" Don't take this one seriously since IS NOT FINAL. Keeping the font? I'll redo the entire thing from scratch. * http://i.imgur.com/tF5wJtL.png (WN) Place Text (Updated) * http://i.imgur.com/ftOU8bB.jpg (Ferg) Rough Item Concept Art * http://i.imgur.com/KQNyeV1.jpg (Ferg) Rough Board Spaces Concept Art * http://i.imgur.com/jYLdBbM.jpg (WN) Dialog concept. A very rough concept. Expect changes in almost everything. Jump into your racing car... Rarity and AJ: Opposites Attract Raw Diamond Diamond in the Rough Rarity and Flutters: Beauties Natural Beauty Stitch Partners Rarity and Pinkie: Handcar Team Trick and Treat Hard Candy? Rock Candy (jawbreakers?) Sweet and Elite? AJ and Flutters Bold'n'Gracious Hurt em' With Kindness <- killing them softly AJ and Pinkie Team Sweet Apples Candy Apples?Apple Pie Flutters and Pinkie Party Soft hellium FLYING GAME CHARACTER SET-UPS * Twilight- riding a magical flying book, alicorn? don't even think about it * Rarity- Butterfly wings * Applejack- a contraption similiar to what Pinkie used in that Gilda episode? (Would be hard to animate and the hitbox would be strange)Thought so, only other idea I had was AJ strutting in midair real fast like, kinda how yoshi does his jumping, but that'd be too ridiculous) she could hang on a rope * A lasso tied to her body working as an helicopter fueled by magic. * Spin it with her tail dangling upside down * Pinkie- Balloons (Balloons have no hitboxes) NON-PLAYABLE CHARACTERS Spike = Game Host Luna + Celestia = Hosts of spacy celestial board Shining Armor = Battle/Duel Host May change to Trixie and have him be this for the Crystal Empire * you can do it twily Derpy = Hidden Background Pony (think wheres waldo) Filthy Rich or Iron Will? = Banker Shopkeepers * Canterlot - Sweetiebelle * Cloudsdale - Scootaloo * Manehattan - Babs * SAA - Applebloom * Everfree Forest - Zecora * SCC Gummy * Chaos Capital - Screwball/Screwloose BASE CONCEPT * 4 ponies compete to collect shards of the elements of harmony, the person holding the most being crowned the winner when the game has no more rounds left. * Each pony rolls a dice (this may not appear in game as a dice, but the concept is identical), that number dictates the spaces the pony will move forward. * Shards are awarded at specific spaces for the price of 20 bits each. After a shard is purchased, the space switches to somewhere else. * At the end of each round, the spaces each pony lands on will dictate what type of minigame is played. * At the end of the game, the player with the most shards wins. Bit count is used to break a tie. Bonus shards can be rewarded at the end of the game to the pony that wins the most minigames, the pony that lands on the most event spaces, and the pony that gathers the most bits throughout the game. Bonus shards are disabled during story mode. BOARDS * Castle Labyrinth (Tutorial Board) "I never said the elements were in the labyrinth!" * Sweet Apple Acres (Element of Honesty) (Board 1) * Cloudsdale (Element of Loyalty) (Board 2) * Everfree Forest (Element of Kindness) (Board 3) * Sugar Cube Corner (Element of Laughter) (Board 4) * Manehattan (Element of Generosity) Board 5) * Canterlot (Element of Magic) (Board 6) * Chaos Capital (Ponyville/weird combination of other stages) (Final Board) UNLOCKABLE BOARDS * Appleoosa (After obtaining 150 shards) Scrapping * Crystal Empire (After finishing the game) * Changeling Dungeon (After obtaining 500 total shards in games) * Some sort of spacey-celestial body map? (After obtaining 750 or 1000 shards and finishing the game) the place that Twilight went to when she became an alicorn, some kind of suspended reality between time and space!!! we should check for more secrets and such rewarding stuff -- They keep the game being awesome and adds gameplay hours.(See shop items below) BOARD STATISTICS * Around 100 spaces (120 max) in total for each board. * Around 50 blue spaces. (-10 on Discord board) * 5? blue spaces are candidates for Shard Spaces. One is selected randomly at the start of the game, and after a player gets a shard, the next selected space is the furthest from that one. * Around 5 red spaces. * Around 10 item spaces. * Around 5 battle spaces. * Around 10 event spaces. * Around 5 discord/bowser spaces. (+10 on Discord board) * 2 Item Shops. * 1 Diamond Dogs (Boo). * 1-2 Bank spaces * Generally 2 Item-specific pathes. * Generally 2 board gimmicks. BOARD GIMMICKS * Canterlot * Day and Night sequences (Cycle every 4 turns) < This, or it triggers as an event space. Maybe both. A tower at the center of the map has a balcony that is occupied by Celestia or Luna depending on the night or day. * Certain shops are only open in the day and the others are only open in the night * Event space can do different things depending if it's Day or Night. * Cloudsdale * Cloud Pathways that change every turn. * Rainbow-fall blocked pathways that need a certain item to go through. * Rare chance to get the board to rain (What would affect?) (Maybe some spaces have a chance to be shocked by lightning?) Most likely i've been thinking that of just a chance to get it to rain and that's all. Like just because it would look cool. * Manehattan * (gimmicks) * Carts that bring you around town for a fee. (taxis) * Traffic/Streetlights? < Could block, slow down or otherwise impair movement? Think Luigi's Factory from MP1 * Possibly something to do with a Vinyl Scratch concert there? * Sugar Cube Corner * Everyone is shrunk to miniture sizes, and moves on top of the display case for the cakes? * The twin cakes wreak havoc. Pound moves people forward, Pumpkin moves them back. * Business rushes cuts off some paths for a few turns. The blockage can decrease per turn. * A room in the upper left is filled with chance and battle spaces. Decorated with inanimate objects. * Event spaces on spoons that launch other players in a certain area (See Egadd's Lab from mp6 for a similar concept) * Everfree Forest * Poison joke shortcuts with adverse effects * Zecora sells some rare items that only are on the board. * River that carries you back if you fall in it. * "Reach the Finish" map like the pagoda from MP7 (mabye for an update or later game,we want all maps to be same objective I don't think it will be that different code-wise, just have the star never move, and make the last star spot lead back to begining * Crystal Empire * Idea 1: Every shard bought charges the heart stone. when 5 shards are bought, a battle mini game occours with shards on the line * Idea 2: Every 3 shards triggers a crystal fair, which resets all pathways closed by sombra. Sombra closes a pathway every 5 turns, max of 3. * Sweet Apple Acres * Event spaces that trigger hay rides to other parts of the board. Big Mac pulls the cart. * Apple harvesting minigames for bits and apples. * Chaos Capital * All stages jumbled up with random events based on location "Chase Discord down to get the elements of harmony back!" * x3 Discord spaces * Every 3 turns discord re-shuffles the fragments of the stages with players on them or not. (may be hard to code in) SPACES * Blue Space (+3 bits, +6 in the last 5 turns as usual in MP games) * Red Space (-3 bits, -6 in the last 5 turns as usual in MP games) * Event Space (Green space) * Shop Space (Yellow space with an apple on it) * Can pass by or land on it to get the option * Shard of Harmony Space (Purple gem) * Can pass by or land on it to get the option * Diamond Dogs(1 per board) - Act like a boo and steal shards and bits from players * 50 bits for one shard * 20 5 bits for bits 0-40 depending on how well the player resists * Discord Space - Similar to a Bowser space with its own events (In the original MP games, this was rigged in some degree. Rig them here too?) * Chocolate Rain - half movement speed for a round or two * Entropy (Coinfusion) - All players' bits are thrown together and redistributed randomly (make this have some sort of limitation, lest 1 player end up with 90% of the money) (Distribute evenly first and then go with the pseudo-random calculations) * Backwards movement - Player moves backwards for the next few turns * Discord Time - Chance Time but whatever the outcome is it's doubled with the random possibility of giving the outcome to Discord (See Bowser's Chance Time) * Discord Minigame (See Bowser Minigames) * Battle Space - All players pool 10-50 bits into a pot, and play a minigame for the winnings. During the last 10 turns of the game, it can be used to start a duel minigame. (Two unicorn horns forming a cross with pegasus wings in the back) * Item Space - Triggers an Item minigame. (Book on a green space) * Bank Space - If you pass this space you have to donate 5 bits to the bank, if you land on it you get all the bits in the bank (Filthy Rich could be the banker) Should red and blue spaces be shuffled according to a ratio? or should they be preset and the same for each game? Maybe the latter and then as a bonus option the former? The way I remember it, blue spaces to red spaces were like 3:1 and stayed the same on every map. No reason to not keep it like that unless we're going for a random element. SPACES IMAGES TODO: Drawfags needed. I can drawfag. Then leave your nick and show us some concepts. We need them. Here's some rough concept art of a couple of board spaces (Ferg) http://i.imgur.com/KQNyeV1.jpg < if you look at it the right way, it looks like the bag on the bank space has a hole in it Same here Spaces Textures (placeholders, unless nothing else comes up) (KB) * Blue: http://i.imgur.com/EDrUNyx.png * Red: http://i.imgur.com/YJu5HZH.png * Green: * Original: http://i.imgur.com/83tIocw.png * Blockier: http://i.imgur.com/fXvLQgg.png * Item/Shop: http://i.imgur.com/kB9eJv9.png * Bank: * Original: http://i.imgur.com/co5111o.png * Greener: http://i.imgur.com/7VOA23u.png * Discord: * Version 1: http://i.imgur.com/pCkiqlN.png * Verison 2: http://i.imgur.com/th5US6S.png * Version 3: http://i.imgur.com/Wupx1hb.png * Shard Space : http://i.imgur.com/32bEMCL.png ITEMS (PLEASE ADD SHOP PRICES) ~Players can carry up to 3 items~ ~Items can only be used before rolling~ Note: Please stick with 15-20 items at most. * Apple - Two dice rolls (10 bits) (5 bits) * Zap Apple - Three dice rolls (30 bits?)(Musta been 20 in MP2, 15 in mp6) * Zap Apple Jam - Two dice rolls for 2-3 turns (alt. idea: one 1-20 die for 2-3 turns [kinda different but not really]) (30 bits) * Apple Cider - Slower die roll (like the slow shroom from mp6) (15 bits?) * Baked Bads - When used (can be used on self), the targeted player will only roll the numbers 1-3 during his next turn. (20 bits)(Poison Mushroom, 5/10 bits) * Poison Joke - has one of the random effects bellow (10 bits?) * Good Effects: * Large - Opposite of Tiny - any players who pass you/you pass them will pay 20 bits. * Deep Voice - Item prices are lowered the next time you visit a shop, items that cost less than 5 bits will be free. * (need at least one more) * Neutral Effects: * Pollen - The next player to pass the space you land on will receive one of the effects of the poison joke other than this one. * Bad Effects: * Tiny - Any players who pass you can take from 2 to 5 bits from you. * Foul Odor - Shop spaces won't work for you for the next 2 turns. * Bits Shower - All other players receive bits equal to the amount you roll. * Alicorn Amulet - Allows you to challenge another player to a duel (10 bits?)(15 bits?)(15) * Spike's Letter (?) - Sends you to a shard space (Rare and expensive) (30 bits) * Discord's Letter (?) - Changes Spike's location. (30 bits) should be more expensive, this is going to shift the entire direction of the board. The same as with Spike's Letter. * Diamond Dog Whistle - Summons the Diamond Dogs (boo) to steal bits/shards from other players (15 bits) * Iron Will Brochure - Sends any player you pass back 2-3 spaces (lasts 2 rounds) (10 bits?) (things that change spaces may be a little screwy (i.e. >player goes down a slide >shard is behind them etc. etc.) * Blue Gemstone - Passively protects you from Diamond Dogs for one attack * Red Gemstone - Can be given to dogs for a free raid * Purple Gemstone - Combination of Red and Blue (Does NOT allow use of both from one gem) What is the difference between an attack and a raid? * Path Access Item - Item that allows you to access certain paths that are otherwise blocked off. Will be board specific. One time use? (5 bits) * Cloudsdale: (Item that allows passage through Rainbow Waterfalls) Maybe the hard hat they all wear when touring the Cloudsdale factories? * Everfree Forest: (Something like a Manticore/Timberwolf could let you pass if you toss it some food/knock the shit out of it?) (Branches move out of the way?) Maybe a joke book that lets you giggle at the ghosties? You could put a random number generator in there and make a lame joke pop up chosen out of a random pool of them * "Why did the pony not want to give a speech? She was a little hoarse." CARLOS! * If you don't want it to be board specific, you could do something like stone-skin potion that makes you immune to environmental damage (the danger blocking the path) * Disarming/Shield Scroll - Passing a trap during the next 2 rounds will disarm it/Protection from negative traps for 1-2 turns. * Time Scroll - When used, the game time will be accelerated to 5 turns left. See Wacky Watch from MP3. (Rare Item) (Not for sale) * Teleportation Scroll - Switch places on the board with another player (like the warp pipe from mp) (20 bits?) * Crystal Coating - used in Crytal Empire map only why, increased Dice range for its duration(1-15 for 3 turns) * Spiders - (Like the ones from Luna Eclipsed) Perhaps these can be used to steal a random item from a randomly selected opponent, by crawling over him/her and sorta "mugging." (10 Bits) It reminds me of that chest item of the first MP games. In MP2 is 15 coins. So we must make it 30 bits too double the fun. TRAP ITEMS (PLEASE ADD SHOP PRICES) (Something we need more of) Items placed on spaces that (usually, but not always) cause setbacks/steals from your opponets ~Traps count as normal items and stack with your total~ ~Can be Land on or Pass by~ ~Can only be used on blue, other players traps, and red spaces~ ~Trap effect replaces space effect~ ~The player that set up the trap is not affected by that particular trap~ UNLESS STATED OTHERWISE Note: Keep it a at 7-10 trap items at most? (just try to avoid repeating ideas really) Positive traps are placed by the game itself, right? There's no reason to place a positive trap. Believe so. Unless you mean hidden blocks, positive traps (such as coin blocks) are placed by yourself. * Diamond Dog Pit - Stops passing player on that space. Goes away after triggering once. * Mud Pit - Docks one extra space from a passing player. Goes away after triggering 3 times. * Launchpad (like that thing from Applebuck Season) - Launches a player that lands on it to the first space after the start zone, disappears affter one use. * Parasprite Swarm - First to land on it loses 5 bits, second loses 10, etc. etc. to a max of twenty, then restarts. (Effects yourself as well) Should this item go away after restarting a certain amount of time? I thought it wasn't going to restart at all. * Gilda - Steals an item from a player that lands on it does the player that placed the trap get the item * Applebloom - Shuffles players items around (like kamek from mp5) (I didn't put those in my bag) Should this be a standard item, or one placed by the game? Ideally, both. * Gummy - will halve the amount of spaces you can walk when passing by him(ex. if you walk past Gummy with 20 moves left its now it 10, if passing by with 2- you stop. SHOP ITEMS (Something we need more of) ~In the game we will have a shop in which players can buy items out of game~ ~The currency is any extra shards at the end of the parties out of story~ ~Upon completion of story mode you are granted (enter disscussible amount here) shards~ * Banter-10 Shards-(One for each character) Gives the ability to yell at the other players during their turn (You can only banter once between your turns). But why? * The Horrible Horrible Idea-Ask NotLyra * Staff Credits-100 shards-We get some recognotion,right? (>paying for credits)(>mp1-mp9) * Statues and Floats-Varies 10-100 shards-Little knick-knacks of anything from Parasprites to Ursa Majors * Derp Eyes-20 shards-Applies to all characters when activatied,does what you think it does who came up with this? what is this? * Extra boards - See unlockable boards * Possibly Extra characters? - BG characters? * Repellant - Disables Diamong Dogs/Battles on all games until disabled (Where?) * Shark - unlocks Alicorn skins for every character (-0xDEADCAFE shards) pls pls pls go STORY "Discord strikes again and just to make some chaos, he transforms various places of Equestria into game boards. He also finds a way to destroy the elements of Harmony. The Mane 6 must find the broken shards of the Elements to restore them and defeat Discord." Discord is the Bowser of the game, and he can give and take both Wings and Horns. Notes by KB about the story: * The tutorial board is the castle labyrinth. You could do a reference and have Discord warp the ponies into the labyrinth for the tutorial and have him say something like, "This should be a breeze for you ponies. You already travelled just about every square inch of this place the last time I took your elements. Maybe they're in here this time! (laugh)" * Alternatively, and this was kind of my understanding to begin with, since this takes place before twilight gets her wings, you could make the whole game be an offshoot of the beginning of Return of Harmony, where Discord takes the elements and tricks the ponies into going to the labyrinth. When they get there, this is where the game and the actual episode veer of into their own directions. i.e. The game is his plan instead of warping the ponies to be their opposites. * Since neither the Tutorial board nor the Chaos Capital board have an element associated with them, the shards will have to be reworked slightly. The tutorial shards can all be fake (maybe have them be black or dull grey, that would be perfect for the actual fake shards, but the tutorial wouldn't reveal the fakeness of the shards until the end, otherwise the motivation for participating during the tutorial is lost.), but they shouldn't add to the fake shard count since they are obtained normally. * The makeup of the Capital of Chaos is the town hall lifted into the sky surrounded by fragments of the 6 other boards. Maybe in the beginning we can have the town hall lifted off the ground and ascending into the sky, combining with fragments of the other areas, and being encased in a forcefield that has to be dispelled by the elements of harmony when they are finally reformed? I hate to suggest a seven sages thing, but where ever discord places his capital, the ponies can't get in until the other six boards are complete. * If that is the case, somehow you would have to disarm the ponies immediately after they get there, since they would have the power to unseat Discord right when they arrived. * At the end of a board, the shards of the board's element should come together to form the element, signifying that the board is complete. At the end of the tutorial board, the shards should come together to form a Discord lamp, and at the end of the Discord board, the shards (rebroken I guess) should come together to form all of the elements of harmony. Story-mode Scene Drafts First Scene: Introduction to the first tutorial board and explanation of the Story... Second Scene: "WE HAVE TO RECOVER DEM ELEMNTS LADIES!" scene. Third Scene: Presenting the capital of chaos, last board. Fourth Scene: Ending and such things. *insert really sad music* FROM THE MAIN SCREEN * Story mode - Discord story. * Free-play mode - No story, just play. * Zecora's Hut - Minigame house. (Buy, play and minigame stadium?) The players should be allowed to play every minigame they've unlocked in the story. * Options - Options Screen * Marketplace - Shop -----------------------------------This line shows where minigames start------------------------------------ NOTE FOR MINIGAMES * Don't use Mario Party 8 or 9 for minigame ideas. Try to use the GCN/N64 games instead. The portable games (GBA, e-Reader) are optional; DS might be possible but pretty unlikely considering it's almost entirely touch-screen gimmicks. (8 is acceptable, but try not to have motion control. 9 will be 100% rejected) (this video says it all really http://www.youtube.com/watch?v=l9eeX2Lx1pE ). Also, try to keep button mashing and luck based games to a minimum) Go here for ideas if you need any http://www.youtube.com/user/BloodBird01/videos?query=mario+party * We still need to expand the explanation of many minigames (Gameplay details, duration, etc). * Concerning 4 Player Minigames: Some of these could be moved to Battle, Discord (Discord minigames should have Discord in them and should be "try not to lose" games [all the players can fail]), or even 2v2, 1v3, or Duel minigames (depending on the minigame, would probably need to be altered a bit) * If minigames are taken from actual MP minigames, try to change the title to something at least semi-original. (we will for the final versions, some of these have yet to be ponified and are using mario party titles as placeholders) 4 PLAYER MINIGAMES Each player needs to land on the same color, red or blue. * Serpent Scurry - Players ride sea serpents down the Everfree Forest River * left, right, jump over obstacles? arrow keys and space/z, if no jumping just arrow keys * coming in from the top going down, each person gets a different colored serpent? * Want It, Need It - Fight to have the SmartyPants doll when the round ends * arrow keys move players, z and x for jump and hit respectively * Diamond Dog Hunt - Players move around a map dig-dug style, finding gems * arrow keys move players around * Over a Barrel - Players have to throw pies at the raging bulls * is this going to be like a shooting gallery? * arrow keys left and right, z shoots the pie * Pinkie Sense - Players follow the onscreen instructions quickly and accurately to survive * assuming all buttons are used, one for each move, maybe dodging items and a hit knocks you out * dodge to the left, left arrow * dodge to the right, right arrow * jump, z * crouch, down arrow * Batting Cages - The pony to hit the most balls wins! (could also work as a battle or duel minigame) * hit z to strike the ball, gets harder as time goes on * Octavia's Duet - Follow the onscreen cues to keep up with Octavia! (Toad's Bandstand anyone?) * use arrow keys to play the cello * Changeling Mayhem - three real ponies exist, then a bunch of changelings are dropped into a room and change into clones of them, the players must then try to defeat as many changlings as they can, if anyone attacks a real pony they're bucked out of the arena and the copies disappear. * move with arrow keys, hit with z * Winter Wrap Up - Players must use plowing machines to clear as much snow as they can in the time limit * arrow keys move plows, turning should be slow * Wonderbolt's Flying Exam - Flying mode again, the screen scrolls like Gradius, you increase speed with each ring you fly through, walls and clouds, and your fellow players can affect who finishes * move with arrow keys * worried about tight screen space, ponies would have to be small * Running with the Leaves - Players race down the track by mashing A and pressing B to jump over obstacles collect powerups to vary their speeds, like Rockin' Raceway for MP3 (alt. idea: or more like slot car derby from mp1/2 [or a combination of the two] (could also have a couple different tracks [around 3-5]) * a would be z, b would be x * Buffalo Stampede - Like Pushy Penguns from mp5 (but with buffalos) * move around with arrow keys, avoid being pushed off * into what? mud? * Spike on a box! - See Toad in a Box! from Mario Party 2 but instead of 5 turns, they're 3. (Elements on the box/dice: Spike, Parasprite, small Discord statue, Trixie) * Spike - Raise one platform * Parasprite - Out for 1 seconds * Discord - Out for 2 seconds * Trixie - Out for 1.5 seconds * Gem Hoarders - There are 5 gems in a cave that the players must collect to win, players can kick/jump on other players to make them drop gems they have (running into spikes in the ground makes you drop all your gems), whoever has the most gems when the time runs out wins (like frozen frenzy from mp5) * arrow keys move pony around * z to jump * x to kick * Baby Call - Players collect toys to calm the baby Cakes. Obstacles can hinder players or make the toys fall from them. * left and right arrow keys move around * Bit Dashers - Players dash on the stage to get the most bits they can. * not sure what dash means...Gottagofast * Windigo Cavern - Players are in a slippery ice cavern and have to avoid being frozen by the Windigos (Kinda like Mr. Blizzard's Brigade from mp4). * arrow keys move around * z for jump * CMC Show - See Shy Guy Says. * z and x for either flags * DDR (Daring Do Revolution?) - A Dance Dance Revolution style game with each of the players having to execute quick time events with short time windows to background music. Stage could be like, an arcade looking area? (Finish this later, perhaps similar to Rhythm Heaven?) * use arrow keys to follow prompts * Cider Chug - Players are set at a table in a cider drinking contest; person who chugs the most at the end of the time (or finishes the pre-determined amount of cider first) wins. Chugging is done by button mashing (either just one button, or alternating between two), and you request a new glass/pint by pressing a different button when you have finished your current pint. Similar to the All You Can Quaff minigame in Castle Crashers. * z for chug, x for request new mug * Angel's Dinner Time - You are shown a dish for 3 seconds, each player must select an ingredient to put in the dish based on what Angel showed you in the beginning. On success he eats it happily, on failure he smacks the player. * arrow keys move around, z picks up item and places it as well * Giggle At the Ghosties - Each player must turn in 8 directions and laugh at any ghost coming their way, if you laugh too much you'll tire out * left and right arrow keys rotate pony * z laughs * Bookworm - See "Booksquirm" from MP4. Players are placed on a giant open book (location could be Twilight's Library/House) and have to dodge falling pages by standing where the openings will be. Each time you are hit by a page, you are knocked out (either of the game, or just knocked down for a short time, but you lose a "life") Winner is the last person to be standing (alone). * arrow keys move player * Element Searchers - Players make their way to the center of a simplified version of Canterlot's Castle labyrinth. Simple obstacles could hinder their way to the center. * arrow keys move player * not sure if jumping is in, but z if so * Book-ed - Players organize books (by bucking them) in the correct sequence (decided by a random order of no more than 6 buttons). Bonus points if they do it in time. * all 4 arrow keys and z and x for the buttons * Eat Fresh - Players make a sandwich out of the ingredients on a conveyor belt. Adding ingredients in the wrong order or using a wrong ingredient will make the current sandwich invalid. * up arrow key to face conveyor belt * down arrow key to face prep station * z picks up and places ingredient * Jump Rope - See Hot Rope Jump from mp1/2 * z jumps * Stand up! - Try to stay balanced on 2 hooves. * left and right to balance * Bumper Balls - See Bumper Balls from mp1/2 (ponify this) (could also be used as a battle or duel minigame) * arrow keys move around * z jumps * Hop Skip and a Jump - See Triple Jump from mp5 * z and x for tapping during jumps * Dodge Bomb - See Dodge Bomb from mp5 (ponify this) * arrow keys to move around * z to pick up and throw bomb * Hotel Goomba - See Hotel Goomba from mp5 (ponify this) (could also be a battle or duel minigame) I was really hoping for a pony version of Hotel Mario * arrow keys to move * z to punch * Bumper Balloon Cars - See Bumper Balloon Cars from mp2 (ponify this) * up arrow key to accellerate * down arrow key to reverse * left arrow key to turn left * right arrow key to turn right * Cease and Persist - Players have to avoid being sued by hasbro's army of lawyers (Leave this one as a secret minigame)(huheuehuheuehuheuehuehuehuehue) Or ideally, you could use this as a red light green light game with a sleeping dragon, and then you could make a secret code turn the dragon into a hasbro lawyer. Then the coding doesn't go to waste.If this would be an actual game,it would be one where each pony gets two rounds near the dragon to collect more treasure without the dragon waking up,who ever comes out with the most wins(in hasbro mode you try to get as much progress in your fancreation) (could also be a red light green light style 1v3 minigame, and the solo player could be one of hasbros lawyers [for the alternate hasbro version]) In HARDCORE BRONY MODE, Hasbro lawyers are replaced with poorly drawn Satanic embodiments who throw spaghetti and threaten to destroy le MandoPony * Cadence Catch - Shining Armor throws Cadence and players have to press correct on screen buttons to gain speed in order to catch her. Player who is in lead when Cadence is about to touch ground wins and catches her. If no one catches her, she crashes and all fail. * Wolf Puncher - Players must punch a wolf in the face, the most punches after 30 seconds wins, punching two fast will make the wolf explode, as indicated by a red tint on the wolf, you must wait for the wolf to cool back down if he turns red but does not explode. Exploding will knock you out of the minigame. * punch wolf with z * Pony Cycle - Minigame with things similar to the lightcycles from Tron. * Bomberponies - Bomberman vs, with ponies. 2V2 MINIGAMES 2 players landed on red spaces, and 2 players landed on blue spaces. * Apple Pie a la Mane - See Eatsa Pizza from Mario Party 3 * Photo Finish - See Pixel Perfect from mp6 * Snowy Sledding - See Bobsled Run from Mario Party 2 but without the falls. * Speedy Cider - Whichever team creates the most cider wins. Points are determined by: "Number of Barrels", and "Quality of Cider" (ratio of good apples in to bad apples in the barrel). One player operates the masher/mixer (foot/hoof powered, like in the show, used by on-screen buton sequences with a time window to complete each one (if a player messes up, the mixer stops working/gets jammed for a short period of time)), while the other decides if an apple is "Good" or "Bad" (ex. "A for good (gets thrown in mixer))", "B for bad (gets discarded)". Decider gets unlimited time for decision, but rapid selection is preferred to fill the barrel faster, and to add risk of taking longer for better apple selection. * Applebuck Season - One teammate bucks apples out of trees and the other teammate has to catch them in a basket * Cherry Roundup - One teammate controls how fast the conveyer goes while the other sorts the cherries(P1:A button for faster B button for slower [alternate controls: mash button to make the conveyor go faster]) (P2: A button for yellow cherries and B button for red cherries) * See-Saw Stylin - Based on the see-saw scene from Applebuck Season, both players must alternate between performing tricks in the air to earn points. You get zero points if you fail a trick though * Fanny Packing - Flying mode, horizontal 2D mode, single screen, one team member operates a giant fan that covers 25% of the screen which they can angle to either push their team mate forward or push the other team back from reaching the goal * Railcar Runners - Teammates have to alternate pressing a button to make a railcar (handcar) go faster, and occasionaly have to jump over debris on the track * Dare to Dare - Teammates get to the exit of a temple (Daring Do themed) but some places requere both players of the team to work together to pass them and some places require both teams to work together. (like that one mp game that I forgot what it was called [dungeon duo from mp4]) * Cloudy with a Chance of Discord - Teams must gather as much cotton cloud candy as possible with out getting choclate rained on (can be moved to discord game) * Paint Misbehavin' - See paint misbehavin from mp8 (ponify this) (it's a really good minigame, I swear) * Cake Shake - each player is carrying a cake on their back and must take carefull caution moving back and forth to reach the goal first while making sure the cake doesn't topple over (might work as a 2v2 game [2 players have to balance 1 cake]) * Panic Pinball - See Panic Pinball from mp5 (ponify this) * Burnstile - See Burnstile from mp6 (ponify this) * Speed Hockey - See Speed Hockey from mp2 (ponify this) * Smash Ponies - Kinda like a simplified version of super smash bros (stock match, 1-2 lives) (fighting is magic lel) 1V3 MINIGAMES 1 player landed on a red or blue space, and the other 3 players landed on opposite colored spaces. * Cockatrice! - See Look Away from Mario Party 2 only that the top player has a cockatrice mask. * Cutie Pox - Players must press the button sequence within half a second that represents their cutie mark or they get eliminated, the sole player can dicate which button this will be * Deceptive Duplicates - One player falls into mirror pool, must last 20 seconds amongs a crowd of duplicates without being spotted, the three players must choose a pony who they think is the real one using a coloured light, if any of the three gets it right then you win <--More Detail * Hide-Dra - One player is given 6 choices as where to hide the other three control the three hydra heads, with one chance (each?) to find the hidden player * Balloon Battle - The players run to avoid water balloons that the sole player drops on the field. * Speedy Cider - Like the 2vs2 above but the one gets the Super Speedy Cider Squeezy 6000 and the three work together to make cider Same scoring, Different game. * Now Careful, Derpy! - Every character can fly optionally, the goal is to fix the damage Derpy has done. The sole character must use her ability to manipulate Derpy's direction as well as being able to knock her friends out of the way to win. Only Derpy can do damage to the building. The sole character wins if the building is knocked down before the 30 seconds are up. You don't control Derpy, the sole character can simply make her change direction, as can every other character, but you won't be able to attack the sole player but the sole player can attack you. Warning: this game will cause a shitstorm. Also note that in HARDCORE BRONY MODE, every character is Derpy * Bit Shower - The players collect bits (they'll be added to their total) and avoid the apples that the sole player throws at them from the top of the stage. Uncollected bits will add to the total of the sole player and apples will stun the players for 3 seconds. The sole player will select a tree (6 in total, each one assigned to a different key) and a bit or an apple will fall. When the tree is hit, there will be a cooldown of 2 seconds to avoid abusing the same tree all the time. Duration: 30 seconds. * Buffalo Showdown - Similar to Boulder Ball from MP3, except in reverse perspective, no slope, longer running path. Three players ride buffalo, single player throws pie at incoming buffalo. Three team wins if they run into the single player 5 times. Single player wins if they can hold down the fort. * Note: Ponify this list below * Makin' Waves - See makin' waves from mp4 (maybe up in the clouds or a treetop, the 3 players are in flying mode, creating wind to knock the single player off?) (alt. idea: at froggy bottom bog on lillypads or something) * Bob-Omb Barrage - see Bom-Omb Barrage from mp2 * Squared Away - See Squared Away from mp5 * Mario Mechs - See Mario Mechs from mp5 * Tube it or Lose it - See Tube it or Lose it from mp5 * Curvy Curbs - See Curvy Curbs from mp5 * Snow Brawl - See Snow Brawl from mp6 * Ray Of Fright - See Ray Of Fright from mp6 (removed Revolving Fire since it's kinda similar and Ray Of Fright is more interesting) * Mushroom Mix Up/Hexagon Heat - See Mushroom Mix Up and Hexagon Heat from mp1+2 (You could pretty much just keep hexagon heat, just have spike hold up the flags and maybe instead of lava it could be above a canyon, appleloosa in the background? Still just plain hexagon platforms. * Lights Out - See Lights Out from mp2 * Shock Drop or Roll - See Shock Drop or Roll from mp2 (ponify this)you could make it like the original but taking place in twiligth's basement DUEL MINIGAMES These minigames are not chosen at the end of a round, instead they are activated by landing on a special space on the board or by a player using the Alicorn Amulet (see items). * The Door - Think the test of Fear from Starfox Adventures. Last man standing. * Hedge Maze - See Whomp Maze from mp5 * Critter Corral - like Boonanza from mp6 (but with bunnies or something) * Shock Absorbers - See Shock Absorbers from mp5 (ponify this) * Button Mashers - See Button Mashers from mp5 (ponify this) (figure out how to get this to work with a keyboard) * Cardiators - See Cardiators from mp8 (ponify this) (it's actually a pretty good game, even though it's luck based) all the hazards are gonna be things like parasprites, et al? (they could just be various antagonists) * Full Tilt - See Full Tilt from mp6 (ponify this) (might be a bit too complicated, but adding anyway in case we can actually pull this off, since it's a really fun duel game, worst comes to worst we could just get rid of the tilting part and have players try to run on a twisted path without falling off [could make the path slippery to make it more difficult]) * Light Up My Night - See Light Up My Night from mp6 (ponify this) * Motor Rooter - See Motor Rooter from mp3 and Cosmic Slalom from mp8 (ponify this) * Vine With Me - From MP3, but ponified * Crowd Cover - From MP3, using various versions of Pets of the mane 6 * Discord's Tick Tock Hop - From MP3, but instead of the standard clockwise and counter, the pieces move in stranger circular patterns the longer you go. * Earth, Pegasus, Unicorn! - Similar to a Rock, Paper, Scissors game. 3 of 5 plays wins. The only visual aid are the images on the screen, since ponies don't have fingers.Earth beats Pegasus. Pegasus beats Unicorn. Unicorn beats Earth BATTLE MINIGAMES These minigames are not chosen at the end of a round, instead they activate when a player lands on a battle space these could probably be used as Duel or Battle minigames * Pet Play Date - Players would select a pet they think would win the race. Similar to Day at the Races from MP2 * (Not) Cooking By The Book - Strawberry Shortfuse from mp6. * Pony Express- Derpy lost all of her letters, help her get then back while she flies around frantically. (See Catch You Letter from mp6) * Face Lift - See Face Lift from Mario Party 1/2. * Crazy Cutters - see Crazy Cutters from mp1/2 * Mare's Luck - Players push buttons to avoid begin blown from a giant muffin. Look Bowser's Big Blast from MP2. * Cut to the Chase - see Cut From the Team from MP 8 (this could work easily if the wiimote motions were replaced by left and right keys) * Bumper Balloons - see Bumper Balloons from MP 8 (they don't even need to be in cars; controlled by WASD) * *noun* Lobbers - see Lava Lobbers from MP 8 (again, they don't even need to be in cars; only problem is what are they going to throw?) * *adjective relating to rocks and shiny minerals* Assets - see Frozen Assets from MP 8 (I'm pretty sure you all know what this is going to have; WASD + Z, X, C, V etc for controls) * Spector Inspector might work well, leaving this here for future reference * I-I like MP 8... YOUR OPINION IS BAD AND YOU SHOULD FEEL BAD :( DISCORD MINIGAMES These minigames are not chosen at the end of the round, instead they can be activated when a player lands on a discord space * Dizzy Dash - Players are spun around and have to reach the finish line (with messed up controls) before the timer runs out (see Dizzy Rotisserie from mp6) * Wacky Weather - Players have to avoid chocolate raindrops until times run out (kinda like Rain of Fire from mp5) * Pit Boss - See Pit Boss from mp6 (ponify this) * Generic Scrolling Run Away From Big Thing Game 2: Electric Boogaloo - [insert generic scrolling run away from big thing game here] See Platform Peril, Granite Getaway, Skateboard Scamper, Funstacle Course, etc. (there are tons of these, and it wouldn't be mario party without one) * Stampede - see Stampede from mp8 (but I'm not sure what the controls would be these colors mess everything up ;_;) ITEM MICROGAMES These minigames are not chosen at the end of a round, instead they activate when a player lands on an item space. In Mario Party 2, the item minigames are board specific, not sure if that's our plan for this game. * Crate Toss - Choose a crate out of 5 and toss it to get the item inside it. <-Seems kind of bland to me, and what connects crates to the show? (Well how about barrels instead?) * Daring Rope Swing - See Swinging with the Sharks from MP3, except instead of sharks something relating to Daring Do in a temple. * Slots - 3 colums of items start slowly spinning into view, spinning faster as each slot gets locked. 3 items in a row nets you that item. A failure will net you 10 bits. Getting a discord face on any column will kick you out with nothing. ================This line shows where Minigames End=================== MISC. IDEAS * HARDCORE BRONY MODE: "Hi i'm GabeNewell and this is HARCORE BRONY MODE" Make a mode where all characters are human equestria girls style Twilicorn and instead of collecting shards, collect wings. Replaces all stage themes with generic wubs and "yay","20% cooler" and other show soundclips.Cameos by Sibsy, Purple Tinker, GabeN, Mando, Gary Oak and Tracy. With a special cutscene featuring the average OC Famous OC's from /mlp/ before the transition to minigames.Princess Erroria (who?) best princess - will randomly come in every 5 turns and move everyone back to start or take a Shard from someone randomly(if they are the only one with a Shard she takes it and moves it somewhere on the map, the other Shard will stay in place. ponified mootykins~desu hosts. All art assets will be re-made in ms paint (and pony creator) for this mode. Dialogs for this mode are written by the people on MLPG, AiE or Ponychan. * UNLOCKS NEW MAPS: Rainbow Factory, Pinkamena's Basement, Molestia's Dungeon, THE MOON (le bananas xD) BronyCon from DuckTales <- Da fuq? You've never played DuckTales? SOUNDS/CHARACTER LINES Are these going to be taken from the show? Might need some audio trimming work (I could possibly do this) but the only real other choice is fan VAs (shudder) Lines each character says when their turn starts * Twilight: "Time to test things in the field" <- We need something more short... * Rainbow Dash: "Awesome.", "Let's do this" "Alright!""30 seconds is all i need" * Rarity: "It is so on!" "It's About time, darling""it.. is.. ON!" * Applejack: "Yeehaw!" "let's go sugarcube" "Soup's on everypony""Well I better get kickin, these apples aint gonna shake themselves outa these trees!"(ep 4)"Cmon little doggy, turn!"(ep 4) * Fluttershy: "Yay.", "Woohoo.""Oh!, it's my turn..." << again, should be from the show unless we use fan VAs << I would preffer to use fan VAs, using the recorded lines from the show it's well..........Anyway, are you willing to have some weird parts background music everytime they say something? le "isolate vocals" face * Pinkie Pie: "Let's PARTY!", "This'll be a piece of cake." "This is my JAM!" "cupcake time!" "Let's get this party STARTED!""Hahahahah, thiiiiis maaaakes myyyy vooooice soooound siiiiiillllly~"(ep 4)"Yessiree bob!"(ep4,13:22)"This calls for extreme measures! Pinkie Pie style!(ep5,14:00)"C'mon everypony, theres still a whole lot of party to finish!"(ep5, 21:48) Lines each character says when they win: * Twilight: "check" "Take a letter spike" "Everything is back to normal" "Any twitches yet? " "You guys dont have to bow to me" "Yes yes yes yes yes yes yes yes yes yes yes!" <-* "My friends...you bow to no PONY" <- *save that for the Hardcore Brony mode * Rainbow Dash: "Best day ever!" "Aww yeah!" "Toooo easy" * Rarity:"Fabulous!", "This is spectacular!" " WHAA-HAA HAA" * Applejack: "Years of Applebuckin'." "I'm just better" "How do you like them apples?"<-classic "I was right all along""I havent met an apple orchard yet that I cant handle!"(ep 4)"Haha! Gotcha!"(ep 4)"I thank ye kindly for this award....thingy...."(ep4)"Hehe, here ah go!"(ep4,11:34) * Fluttershy: "I'm the world champ you know. *squee*" "D-did i win?..."" Did you see that i was soo assertive" * Pinkie Pie: "Yipee!""Bring on the cupcakes!!" "Pinkie Pie style!""Yeee-haw! Ride em cowpony!"(ep 4)Woooo! Woooo!(ep4) Lines each character says when they lose: * Twilight: "Ooh... I give up... " "That makes no sense" "I wasn't prepared for this""Ok, thats great..."(ep4)"uuuuEEERRRRGGGHHH....NEVER MIND."(ep4)"oh no, what happened?"(ep4,15:12) * Rainbow Dash: "Not cool." "I hate losing." "No!" "Darn it." "I lost" * Rarity: "This is. The. Worst. Possible. THING." "*whining from dog and a pony show*" "Why?" * Applejack: "Nope", "Aw, hayseed!" "What in tarnation?""Oh no...."(ep 4)"Now what...was THAT all about?"(ep 4)Woops....(ep4,8:17)"Dont none of you three worry none, I'm just fiiiine and dandy"(ep4,9:31)"I'm okay, really.(ep4,11:11)*fainting mumble of dispair*(ep4,19:46-19:53) * Fluttershy: *squee* "Oh,My..." * Pinkie Pie: "Oh well! Can't win 'em all!""YOU PINKIE PROMISED!" * Global: "Oh my Celestia!" ^^ does this mean every character has a chance of saying this? Yes. TEAM LINES Win * Twilight saying- * Rainbow Dash saying- * Rarity saying- * Applejack saying-"Girls, I can't thank you enough for this help,"(ep4,20:50)"the real reward? Is having you five as mah friends." (ep4,21:04) but the game is about destroying friendships * Fluttershy saying- * Pinkie Pie saying- Lose * Twilight saying-"Oh good, you're okay..."(ep4, 19:57) * Rainbow Dash saying- * Rarity saying-"Whatever shall we do?!!?" * Applejack saying- * Fluttershy saying- * Pinkie Pie saying-"Oh no, you're not hurt, are you?"(ep5,3:54) CHARACTER AI Each character's item of choice: * Twilight: A random spell? (Various spells/scrolls) * Rainbow Dash: Alicorn Amulet? (Cloudwalk?/path [shortcut] access item) how many uses? one? * Rarity: Gemstones Tom, Diamond Dog Whistle * Applejack: Zap Apple (or regular apple/any other apple related items) (preferred, and if too BR a normal apple?) (Generally a character's item of choice is not used by other AI. We want other AI to buy regular apples, so giving Zap Apples to Applejack seems like the best choice.) * Fluttershy: Iron Will Brochure Angel * Pinkie Pie: Baked Bads * DropBox(code): https://www.dropbox.com/sh/cl08u67mug2l8ye/PV8cyIizN5 CODE: #pragma strict //Game var originalWidth = 1280.0; // define here the original resolution var originalHeight = 720.0; // you used to create the GUI contents private var scale: Vector3; scale.x = Screen.width/originalWidth; // calculate hor scale scale.y = Screen.height/originalHeight; // calculate vert scale scale.z = 1; // substitute matrix - only scale is altered from standard var diceslide:int=-1; var hSliderValue:int=-1; var dicetext:GUIText; var Cam:GameObject; var choice:boolean=false; var choice1:boolean = false; var choice1end:boolean = false; var choice2:boolean = false; var choice2end:boolean = false; var choice3:boolean = false; var choice3end:boolean = false; var choice4:boolean = false; var choice4end:boolean = false; var choice5:boolean = false; var choice5end:boolean = false; var choice6:boolean = false; var choice6end:boolean = false; var y:int=0; var x:int=0; var endcheckVar:int=1; var tempdice:int; var endofmap:boolean=false; var Turns:int =30; var TurnsText:GUIText; var MiniGameVar:int=0; //GUI var EventText:GUIText; var box:GameObject; //Gui buttons var RollB:boolean = false; var choice1BK:boolean = false; var choice1BL:boolean = false; var choice2BK:boolean = false; var choice2BL:boolean = false; var choice3BK:boolean = false; var choice3BL:boolean = false; var choice4BK:boolean = false; var choice4BL:boolean = false; var choice5BK:boolean = false; var choice5BL:boolean = false; var choice6BK:boolean = false; var choice6BL:boolean = false; //Player var TurnPlayer:boolean = true; var PlayerMoving:boolean = false; var CurrentDice:int = 0; var Counter:int = 0; var DiceCount:int = 0; var CurrentPath:Vector3[] = new Vector3[100]; var DiceCounter:GUIText; var Player:GameObject; var tempPlayerBits:int=0; var PlayerBits:int = 0; static var PlayerBitsStatic:int = 0; var PlayerBitsText:GUIText; var apple:boolean=false; var item:boolean=false; var itembutton:boolean=false; var itemtext:GUIText; //CPU var TurnCPU:boolean = false; var CPUMoving:boolean = false; var CPUCurrentDice:int = 0; var CPUCounter:int = 0; var CPUDiceCount:int = 0; var CPUCurrentPath:Vector3[] = new Vector3[100]; var CPUDiceCounter:GUIText; var CPUPlayer:GameObject; var CPUtempPlayerBits:int=0; var CPUPlayerBits:int = 0; static var CPUPlayerBitsStatic = 0; var CPUPlayerBitsText:GUIText; static var SSAcoord:Vector3[]= new Vector3[700]; //Main Path (Longest) SSAcoord[1] = Vector3 (1167.00, 0.08 ,1113); SSAcoord[2] = Vector3 (1165.00, 0.08 ,1113); SSAcoord[3] = Vector3 (1163.00, 0.08 ,1113); SSAcoord[4] = Vector3 (1161.00, 0.08 ,1113); SSAcoord[5] = Vector3 (1159.50, 0.08 ,1114.5); SSAcoord[6] = Vector3 (1158.00, 0.08 ,1113); SSAcoord[7] = Vector3 (1156.00, 0.08 ,1113); SSAcoord[8] = Vector3 (1154.00, 0.08 ,1113); SSAcoord[9] = Vector3 (1152.50, 0.08 ,1114.5); SSAcoord[10] = Vector3 (1150.50, 0.08 ,1114.5); SSAcoord[11] = Vector3 (1148.50, 0.08 ,1114.5); SSAcoord[12] = Vector3 (1146.50, 0.08 ,1114.5); SSAcoord[13] = Vector3 (1144.50, 0.08 ,1114.5); SSAcoord[14] = Vector3 (1143.00, 0.08 ,1116); SSAcoord[15] = Vector3 (1141.00, 0.08 ,1116); SSAcoord[16] = Vector3 (1139.25, 0.08 ,1114.5); SSAcoord[17] = Vector3 (1137.50, 0.08 ,1116); SSAcoord[18] = Vector3 (1137.50, 0.08 ,1118); SSAcoord[19] = Vector3 (1137.50, 0.08 ,1120); SSAcoord[20] = Vector3 (1139.00, 0.08 ,1122.25); SSAcoord[21] = Vector3 (1137.50, 0.08 ,1124); SSAcoord[22] = Vector3 (1137.50, 0.08 ,1126); SSAcoord[23] = Vector3 (1137.50, 0.08 ,1128); SSAcoord[24] = Vector3 (1137.50, 0.08 ,1130); SSAcoord[25] = Vector3 (1136.00, 0.08 ,1132); SSAcoord[26] = Vector3 (1136.00, 0.08 ,1134); SSAcoord[27] = Vector3 (1137.50, 0.08 ,1136); SSAcoord[28] = Vector3 (1139.50, 0.08 ,1136); SSAcoord[29] = Vector3 (1141.50, 0.08 ,1136); SSAcoord[30] = Vector3 (1143.50, 0.08 ,1136); SSAcoord[31] = Vector3 (1145.50, 0.08 ,1136); SSAcoord[32] = Vector3 (1147.50, 0.08 ,1136); SSAcoord[33] = Vector3 (1149.00, 0.08 ,1134); SSAcoord[34] = Vector3 (1150.50, 0.08 ,1132); SSAcoord[35] = Vector3 (1152.25, 0.08 ,1130); SSAcoord[36] = Vector3 (1154.00, 0.08 ,1132); SSAcoord[37] = Vector3 (1155.50, 0.08 ,1134); SSAcoord[38] = Vector3 (1157.00, 0.08 ,1136); SSAcoord[39] = Vector3 (1159.00, 0.08 ,1136); SSAcoord[40] = Vector3 (1161.00, 0.08 ,1136); SSAcoord[41] = Vector3 (1163.00, 0.08 ,1136); SSAcoord[42] = Vector3 (1165.00, 0.08 ,1136); SSAcoord[43] = Vector3 (1167.00, 0.08 ,1136); SSAcoord[44] = Vector3 (1168.50, 0.08 ,1134); SSAcoord[45] = Vector3 (1168.50, 0.08 ,1132); SSAcoord[46] = Vector3 (1168.50, 0.08 ,1130); SSAcoord[47] = Vector3 (1168.50, 0.08 ,1128); SSAcoord[48] = Vector3 (1168.50, 0.08 ,1126); SSAcoord[49] = Vector3 (1168.50, 0.08 ,1124); SSAcoord[50] = Vector3 (1166.50, 0.08 ,1122); SSAcoord[51] = Vector3 (1168.50, 0.08 ,1120); SSAcoord[52] = Vector3 (1168.50, 0.08 ,1118); SSAcoord[53] = Vector3 (1168.50, 0.08 ,1116); SSAcoord[54] = Vector3 (1168.50, 0.08 ,1114); //Side Paths: SSAcoord[101] = Vector3 (1158.50, 0.08 ,1116.5); SSAcoord[102] = Vector3 (1157.00, 0.08 ,1118.5); SSAcoord[103] = Vector3 (1157.00, 0.08 ,1120.5); SSAcoord[104] = Vector3 (1157.00, 0.08 ,1122.5); SSAcoord[105] = Vector3 (1157.00, 0.08 ,1124.5); SSAcoord[106] = Vector3 (1157.00, 0.08 ,1126.5); SSAcoord[107] = Vector3 (1154.50, 0.08 ,1128.25); SSAcoord[201] = Vector3 (1145.00, 0.08 ,1117.5); SSAcoord[202] = Vector3 (1147.00, 0.08 ,1117.5); SSAcoord[203] = Vector3 (1149.00, 0.08 ,1117.5); SSAcoord[204] = Vector3 (1151.00, 0.08 ,1117.5); SSAcoord[205] = Vector3 (1151.00, 0.08 ,1119.5); SSAcoord[206] = Vector3 (1149.00, 0.08 ,1122); SSAcoord[207] = Vector3 (1151.00, 0.08 ,1123.5); SSAcoord[208] = Vector3 (1151.00, 0.08 ,1125.25); SSAcoord[209] = Vector3 (1149.00, 0.08 ,1127); SSAcoord[210] = Vector3 (1149.00, 0.08 ,1130); SSAcoord[301] = Vector3 (1147.00, 0.08 ,1122); SSAcoord[302] = Vector3 (1145.00, 0.08 ,1122); SSAcoord[303] = Vector3 (1143.00, 0.08 ,1122); SSAcoord[304] = Vector3 (1141.00, 0.08 ,1122); SSAcoord[401] = Vector3 (1139.00, 0.08 ,1129.0); SSAcoord[402] = Vector3 (1141.00, 0.08 ,1129.0); SSAcoord[403] = Vector3 (1143.00, 0.08 ,1129.0); SSAcoord[404] = Vector3 (1145.00, 0.08 ,1129.0); SSAcoord[405] = Vector3 (1147.00, 0.08 ,1129.0); SSAcoord[501] = Vector3 (1157.50, 0.08 ,1132.5); SSAcoord[502] = Vector3 (1159.50, 0.08 ,1132.5); SSAcoord[503] = Vector3 (1161.00, 0.08 ,1130.5); SSAcoord[504] = Vector3 (1163.00, 0.08 ,1130.5); SSAcoord[505] = Vector3 (1164.50, 0.08 ,1129.0); SSAcoord[506] = Vector3 (1166.50, 0.08 ,1128.5); SSAcoord[601] = Vector3 (1164.50, 0.08 ,1122.0); SSAcoord[602] = Vector3 (1162.50, 0.08 ,1122.0); SSAcoord[603] = Vector3 (1160.50, 0.08 ,1122.0); SSAcoord[604] = Vector3 (1158.60, 0.08 ,1122.0); function Start(){ Turns=PlayerPrefs.GetInt("Turns",22); TurnsText.text=""+Turns; Player.transform.position.x=PlayerPrefs.GetFloat("PlayerX",1171.25); Player.transform.position.y=PlayerPrefs.GetFloat("PlayerY",0.08); Player.transform.position.z=PlayerPrefs.GetFloat("PlayerZ",1112.5); PlayerBits=PlayerPrefs.GetInt("PlayerBits",0); DiceCount=PlayerPrefs.GetInt("PlayerDice",0); CPUPlayer.transform.position.x=PlayerPrefs.GetFloat("CPUPlayerX",1172.2); CPUPlayer.transform.position.y=PlayerPrefs.GetFloat("CPUPlayerY",0.9); CPUPlayer.transform.position.z=PlayerPrefs.GetFloat("CPUPlayerZ",1111.5); CPUPlayerBits=PlayerPrefs.GetInt("CPUPlayerBits",0); CPUDiceCount=PlayerPrefs.GetInt("CPUPlayerDice",0); } function OnTriggerStay(constTrigger: Collider){ if (constTrigger.gameObject.name == "player"){ GUI.matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, scale); var svMat = GUI.matrix; // save current matrix if(TurnPlayer==true){ if((Input.GetKeyDown("p")|| RollB==true)&& PlayerMoving==false&&choice==false){ y=PathCheck(Player); RollB=false; EventText.text="Roll with p"; PlayerMoving=true; EventText.text="*moving*"+menu.button; CurrentDice=diceslide; if (diceslide==-1){CurrentDice=RollDice(apple);} apple=false; Counter=CurrentDice; endcheckVar=EndCheck(Player); CurrentPath=MakePath(DiceCount,DiceCount+CurrentDice); if (endcheckVar!=-1){ DiceCount=endcheckVar; CurrentPath=MakePath(endcheckVar,endcheckVar+Counter); } DiceCounter.text="Dice:" + Counter; if(choice!=true){ for (var loop = 1; loop<=CurrentDice; loop++){ iTween.MoveTo(Player, iTween.Hash("position",CurrentPath[loop],"time",1.5, "orientToPath",true, "lookTime", 0.8)); yield WaitForSeconds(0.5); Counter--; DiceCounter.text="Dice:" + Counter; //end of board check if (CurrentPath[loop]==SSAcoord[54]){ endofmap=true; choice=true; break; } //100 path choice (choice 1) if (CurrentPath[loop] == SSAcoord[5]){ choice1=true; choice = true; break; } // end 100 if (CurrentPath[loop] == SSAcoord[107]){ choice1end=true; choice= true; break; } ////////// //200 choice (choice 2) if (CurrentPath[loop] == SSAcoord[14]){ choice2=true; choice = true; break; } // end 200 if (CurrentPath[loop] == SSAcoord[210]){ choice2end=true; choice = true; break; } ///////////// //300 choice (choice 3) if (CurrentPath[loop] == SSAcoord[206]){ choice3=true; choice = true; break; } // end 300 if (CurrentPath[loop] == SSAcoord[304]){ choice3end=true; choice = true; break; } /////////////// //400 choice (choice 4) if (CurrentPath[loop] == SSAcoord[23]){ choice4=true; choice = true; break; } // end 400 if (CurrentPath[loop] == SSAcoord[405]){ choice4end=true; choice = true; break; } ////////////// //500 choice (choice 5) if (CurrentPath[loop] == SSAcoord[37]){ choice5=true; choice = true; break; } // end 500 if (CurrentPath[loop] == SSAcoord[506]){ choice5end=true; choice = true; break; } ////////////// //600 choice (choice 6) if (CurrentPath[loop] == SSAcoord[50]){ choice6=true; choice = true; break; } // end 600 if (CurrentPath[loop] == SSAcoord[604]){ choice6end=true; choice = true; break; } } itemtext.text=""; // default end if(choice==false && (PlayerMoving==false||y==1) ){ Debug.Log("tam"); yield WaitForSeconds(1.3); tempPlayerBits=BitsCheck(Player); PlayerBits+=tempPlayerBits; PlayerBitsText.text="bit: " +PlayerBits; DiceCount+=CurrentDice; TurnPlayer=false; PlayerMoving=false; } } } } //CPU shit if (TurnPlayer==false && CPUMoving == false && PlayerMoving==false){ EventText.text="CPU turn"; TurnCPU=true; CPUMoving=true; iTween.MoveTo(Cam,Vector3(CPUPlayer.transform.position.x,8.175,CPUPlayer.transform.position.z-4) , 0.8); yield WaitForSeconds(0.8); CPUCurrentDice=RollDice(apple); CPUCounter=CPUCurrentDice; CPUCurrentPath=MakePath(CPUDiceCount,CPUDiceCount+CPUCurrentDice); DiceCounter.text="CPU Dice:" + CPUCounter; for (var loop1 = 1; loop1<=CPUCurrentDice; loop1++){ iTween.MoveTo(CPUPlayer, iTween.Hash("position",CPUCurrentPath[loop1],"time",1.5, "orientToPath",true, "lookTime", 0.8)); yield WaitForSeconds(0.5); if (CPUCurrentPath[loop1]==Vector3(1168.50, 0.08 ,1114)){ x = CPUCounter; CPUDiceCount=0; CPUCurrentPath=MakePath(CPUDiceCount,CPUDiceCount+CPUCounter); for(loop=1;loop