How To Use Equipment To Create Great Games, Part 3: Hex or Impede Players

The Sandbox
7 min readJul 23, 2024

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We’re breaking down some of the many uses of the On-Equip feature in this 11-part series.

Welcome to the third installment of our 11-part series chronicling the many uses of The Sandbox Game Maker’s “On-Equip” feature.

On-Equip is a versatile tool that enables creators to enhance player experiences through interactive gameplay mechanics. On-Equip allows items, when equipped by players, to trigger specific actions or effects within the game world. By strategically incorporating On-Equip mechanics, creators can introduce new layers of interactivity and engagement.

Today, we’re examining how On-Equip can be used to hex or impede the player.

Ready to learn more? Update to the latest version of Game Maker and prepare to see what’s possible with On-Equip!

This article is part three of an 11-part series about using On-Equip, to read more, click one of the links below:

  1. Part 1: NPC Interactions
  2. Part 2: Toggling Between States
  3. Part 3: Hex or Impede Players
  4. Part 4: Trigger Unique Interactions
  5. Part 5: Create Class-Based Systems

Using Equipment to Hex or Impede the Player

In genres like role-playing and adventure games, integrating items with negative effects can deeply engage players in real-time decision-making. From potions to cursed armor and perilous weapons, these items prompt players to weigh their choices carefully, discerning between potential benefits and inherent risks.

This strategic layer not only enriches gameplay dynamics but also encourages players to immerse themselves in the game’s world, where every acquisition and decision can profoundly impact their journey.

How This Could Appear in Your Game or Experience

Perhaps an item is lying on the ground next to a dead body or trapped inside a scary-looking tomb or temple. These visual clues inform the gamer this item might be cursed or dangerous to equip. Picture leather spoke shoulders in a world inspired by Blast Valley. By making the equipment appear rusty and damaged, you imply that it could harm the player if equipped.

But, you have to consider the type of environment you’re making to set the theme and mood. Do cursed items exist in this dark and dangerous world? Make sure the inclusion of hexed items fits within the narrative or design you are constructing; otherwise, it will be too easy for the player to realize the item is cursed.

Once the item is obtained, you’ll want to give the player a visual clue in their inventory that it may cause them harm. You can also do this in the description by suggesting that equipping the item might not be the best idea or could lead to something unexpected. “A set of boots from the Origin Dragon. They appear used and discolored…” If the player never equips, nothing happens. But if they do, the hex is placed.

When the item is equipped, make sure the player knows something has changed. You can do this with a visual effect, a message on the screen, or even by spawning something in the game world, like a monster that starts chasing them. The key here is to make the change dynamic and based on the player’s actions, not something pre-scripted.

Naturally, there needs to be a solution. If it’s a monster, the player should be able to fight it off or find another way to escape. If it’s poison or some other negative effect, they should be able to use a potion or find an in-game item that can cure it.

On the other hand, you might decide to give the player a powerful item that comes with a downside. Maybe the item makes them stronger but slowly drains their health or makes it harder to see but gives them a substantial power boost. If you choose to go this route, make sure it’s clear to the player that there’s no cure for this curse but that they get a significant reward in return. Use Pop-Up Messages in the description to explain this so they understand the trade-off.

How to Implement

To use equipment to injure or curse the player, the item must be a collectible with the On-Equip feature toggled and a message set up. This message will trigger a particular effect when the player equips the item, likely a negative one. To manage this effect, you need to set up a Timer Rule within the rule system. This timer will count down from 60 seconds, giving you a framework to create escalating consequences for the player.

Next, create a Timer Variable to record the countdown. This variable will track the elapsed time and allow you to compare it against set intervals to trigger various events. To keep the player informed, set up an Asker behavior that will notify them of their condition. Initially, when the player equips the poisoned weapon, they might not notice any immediate effect. However, a Compare Value can check the timer against a specific number, such as 50 seconds. When the timer reaches 50 seconds, it will send a message to the Asker, prompting it to inform the player that they don’t feel well. This delayed reaction simulates the gradual onset of poisoning.

As the timer continues to count down, you can create additional messages and Timer Value Comparisons to reflect the player’s deteriorating condition. At 40 seconds, the Asker could notify the player that they are feeling worse, and at 30 seconds, you might add a visual effect (VFX) change to show that the player is slowly dying. These messages and effects heighten the sense of urgency and immersion.

To give the player a chance to survive, place a Consumable item or Asset in the game world that can cure the poison. This item should be clearly marked or placed in a logical location for the player to find. The player will need to locate and use this item before the timer runs out.

If the timer hits zero before the player can cure themselves, send a final message that will result in the player’s death. Ensure that the player character has a health component attached, and set the Instant Death Message to trigger this component. This will provide a conclusive end to the player’s attempt to survive the poisoning.

Potential Uses for Hex or Impede

Most creators have come across a cursed item while playing an RPG or other action games. Similar use cases can be applied to your creations in The Sandbox.

Often, a player comes across a cursed item in a dungeon or a cave. A rusty dagger found in a forgotten dungeon corner, seemingly harmless, unveils a hidden danger: a slow-acting poison that steadily weakens the player. The player equips it to fight off dungeon dwellers but quickly realizes the dagger has cut them, and a poison is setting in. To survive, players must swiftly scour the environment for a rare antidote, adding urgency and strategy to their quest. Further, they might be in a cave and come across a Burning Victory Staff that you’ve redesigned to appear centuries old. They pick it up to light their way. A few steps further, the staff burns them! It’s been cursed by a dungeon dweller to kill all those who enter.

Another example is a Cursed Crown. Discovered amidst ancient ruins, this artifact bears a chilling warning etched into its tarnished gold. When donned, the curse triggers a sinister manifestation: the demon lord who once wore the crown returns seeking vengeance. In multiplayer settings, this could unleash chaos and collaboration as players unite to banish the malevolent entity and free themselves from its grasp. Such encounters inject unpredictability and excitement into gameplay, fostering teamwork and strategic planning among players.

A Powerful Helmet, an item coveted for its unmatched defense capabilities, comes at a steep price — the wearer is plunged into darkness, blinded by the helmet’s enchantment. In adapting to this newfound limitation, players must rely on heightened senses and auditory cues to navigate treacherous terrain and confront formidable foes. This mechanic not only challenges players’ adaptability but also encourages creative problem-solving, forging a deeper connection between player and avatar.

Something to Keep in Mind

While the On-Equip is a great tool, you will want to make sure that you use it correctly to avoid issues in gameplay.

The On-Equip feature can detect if an item is equipped but cannot detect if a player unequips it. This means changes cannot be undone if the item is unequipped. So, if you have a negative effect ascribed to an item, it will carry on even if they unequip the item. Consider this when giving an item a negative effect.

Unleash Your Creativity With On-Equip

By strategically utilizing On-Equip mechanics, game designers can introduce new layers of interactivity and immersion into their creations. Whether enhancing the realism of a stealth mission, adding cooperative challenges, or intensifying the thrill of ghost hunting, On-Equip mechanics enrich the gameplay experience and deepen player involvement.

Get started today and discover the transformative potential of the On-Equip feature in shaping your gaming experiences in The Sandbox, and stay tuned for Part IV: Using Equipment to Trigger Unique Interactions!

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The Sandbox
The Sandbox

Written by The Sandbox

A Decentralized Gaming Ecosystem Made By Players (sandbox.game // twitter.com/thesandboxgame)

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