Fallout 76: A time-based platformer called "Beat the Clock" (puzzle game)

Fallout 76: A time-based platformer called "Beat the Clock" (puzzle game)

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Published on ● Video Link: https://www.youtube.com/watch?v=kKuJQs6mIco



Fallout 76
Game:
Fallout 76 (2018)
Duration: 4:04
1,915 views
126


I love the C.A.M.P. system in Fallout 76 and love the idea of using it as a way to interact with other players in the game world. I had the idea for a while to try and build a time-based platformer where players would race against the clock in a game where they would risk death for prizes. It took a couple weeks of building (and a lot of my own deaths) but I finally finished and have been playing with various wastelanders that have stopped by my camp over the past few days. People have been having a lot of fun and there's been a lot of laughs, loot and more frequently - fall related death. I call the game, "Beat the Clock".

The main feature (aside from the floating platforms) is that the time based system uses a combination of flamers/powered speakers to re-route and re-prioritize power flow from one set of flamers to the next, creating a timed one-after-the-other set up that removes jump platforms.

Observational note:
Most players were not initially aware of the "clock" portion of the game (with the flamers destroying platforms) so there was often some surprise when they appeared. In my observation, this frequently lead to panic'd leaps of death.

How it works:
The way the game works is pretty simple. The camp is built over a steep cliff with floating boxes serving as platforms that the player can use to reach the top. At the top is a vending machine with a variety of loot (legendaries, stimpaks, bobbleheads, etc) set for a price of 0 caps. As players work there way through the course flamers start to burn away the platforms, giving them only limited time to jump through the level. If you're caught on a platform when the flamer turns on then the platform disappears and you fall to your death. But there is also always a fall risk when trying to jump quickly to avoid the flamers.

How it works (functionally speaking):
How the game "works" is actually complicated and the wiring took me several days of confusion to figure out. There are no camp objects that function as timers so to do this I set up a series of flamers and powered speakers that would trigger at intervals and re-route power to different prioritized layers of flamers. There are 3 internal flamers that target a wall. On the other side of the wall is a power pylon supplying power to the flamer. The "timer" is however long it takes the flamer to break through the wall and destroy its own power pylon. Depending on server lag this can be faster or slower. I can arbitrarily speed up or slow down the timer by using different types of walls (steel is stronger than brick which is stronger than wood). If the server is slow I use wood walls. If I feel like someone needs a slight advantage I may set it to steel and etc. For the most part it is brick except the last layer which is wood.

All of the power "routing" is handled by powered speakers that are positioned throughout the inside of the camp and connected to the rows of flamers. There's more detail in the youtube video I linked but essentially I'm using a 3 power generator (with 1 power removed) to send power to 2 powered speakers located at different levels of the interior. All this working together allows the flamers to cycle from the bottom to the top, one row after the other.

Other notes:
I've done a couple similar camps, one was a game that challenged players to solve a math problem or be burned alive. I'd also done a 50/50 game where players were either electrocuted or won prizes.

✘ Title: Hyperfun
✘ Music: Kevin MacLeod
✘ License: CC BY 3.0 (http://goo.gl/BlcHZR)
✘ Download: http://incompetech.com/music/royalty-free/mp3-royaltyfree/Hyperfun.mp3




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Tags:
fallout 76
fo76
trap base
trap camp
beat the clock
vault101manguy
korindabar



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