How would you do a golfing minigame in renpy?

Nothing Clever

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Mar 22, 2021
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So, one of the plots I was kicking around before going into my current project was something involving the mc being in charge of a women's golfing team. It got axed pretty quickly for being too complicated for a first game. Nonetheless, as far as a gameplay gimmick goes, how would you all design such a thing? If it was up to me, I would have it be one of those things where you have to hold onto your mouse to charge the throw, and then you have to time it right. Of course, different girls would have different stats. But there could be other ways, I suppose.

I hope you all are having a great day today! :)
 

Jofur

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May 22, 2018
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Can Renpy even do physics simulations of that nature or would you have you have to do some major workarounds to make it work? I think the most advanced mini-game I've seen in a Renpy game is that "press a button as a car is close to a house" pizza minigame from Summertime Saga.

My immediate thought would be to do something akin to an old school golf game, where it's all about setting up the perfect shot using the right clubs, direction, wind conditions and all that stuff, then you basically just calculate it behind the scenes and do a fake ball hit animation, when that is over teleport you and the ball to the new approximate location.
 

anne O'nymous

I'm not grumpy, I'm just coded that way.
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If it was up to me, I would have it be one of those things where you have to hold onto your mouse to charge the throw, and then you have to time it right.
This is probably doable with a custom displayable.
It would take the form of a button that, once the mouse button down would transform into a progress bar, with the help of a pressed flag to know when the button is static or dynamic.
Then in the event you would use the mouse button down event to start the dynamic part, and the mouse button up one to release and trigger the action. This coupled to renpy.redraw() and renpy.timeout() to handle the progression outside of any event.

Or you can go with the basic "click to start"/"click to stop" approach. No game cross my mind right now, but there's many that use this kind of mechanism with the help of a simple bar.
 
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