Ideas for lockpicking mechanic?

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14 comments, last by Memetic1 11 years, 4 months ago
I'm definitely a fan of having different types of locks. Picking a deadbolt isn't the same as picking a set of handcuffs, after all. Making it abstract will work well if the game is otherworldly, like a futuristic sci-fi lock or a magical dwarven lock or something, but having a block-sliding minigame to see if I can pick a conventional tumbler lock would feel very strange indeed. I don't think I'd like that. I'd rather just have a progress bar.

One thing I've been thinking about for a lockpicking minigame is a tree system. It's like a brute-force combination breaking system, but dressed up a little bit. Here's the naked mechanic:

Have the combination for opening the lock consist of four digits between one and three. That's 81 different possibilities, so it'll take a long time to get through them all. Players can get good at mashing the buttons to speed things along, and character skill can help out by verifying a correct choice on one of the numbers, effectively reducing the complexity of the puzzle by 2/3 for every level in the skill. So you put in 1-1-1-1, 1-1-1-2, 1-1-1-3, 1-1-2-1, and on and on and on until it pops open. When you get better, you can test the first digit individually, so you'll get it in three tries max, leaving you with no more than 12 tries for a lock, instead of 81. Here's how you dress it up:

Your guy kneels down by the keyhole, stick his picks in there and you've got three buttons to hit. One is a sort of prodding motion, one is a twist, one is a rake. You flail wildly against these buttons until the thing opens. With character skill, you'll be able to "feel out" a given tumbler and solve it before moving on, so your picking will become more deliberate and efficient. You don't need a little window to come up showing the lock's innards, you don't need an on-screen prompt, just a character animation and a few different sound effects to convey the needed information to the player.
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I had to hire a locksmith once to get me back back into my flat after being locked out it took him about 15 seconds to get in using just a bendy plastic sheet. Basically the credit card trick you see in old movies is apparently the quickest and easiest method. If that doesn't work they just drill the lock.

But I have my doubts that would make a fun mini game...

Futuristic locks though could have all kinds of fun possibilities like manipulating a routing table so that it changes the stat to a unlocked without triggering an alarm.
But if its a medieval game hmm.. What if you had a set of tools and you had to figure out what order to use a subset of them in to unlock the lock. There might be 6 tools and a lock might require up to 5 to be used in the correct order with 1 tool that is always the critical failure tool, which jams the lock. This way the mini game is about the player using deduction, and experience.
Arkham City had a nice system with digital locks. You rotated both sticks to find 2 sets of matching characters that would work the password. Very close to skyrim's system, but with a different presentation on top.

http://oyster.ignimgs.com/mediawiki/apis.ign.com/batman-arkham-city/c/cb/479.jpg

It was basically a word game. Random gibberish would appear on both sides, along with bits of different words. You try to math them up until you get the proper word.

start watching at 3:10
Anything that requires mouse control precision. You can take ideas from "mouse maze" games, where you move cursor to not touch walls.

Here it can be setting a set of tumblers with lockpick to a very specific height, provided beforehand by rules, and pushing button, all under time constrains. Failure to meet time constraints may reset the puzzle and do something in the outside world, like alerting guards. Pressing button before all tumblers are in their very specific places may break the lockpick.
I remember in Metal Gear Solid you had a memory alloy key that changed its shape depending on the environment temperature. You had to visit a cold and a hot room to get the right shape and open a given lock. That was a very simple yet interesting mechanic.

I'm developing my own lockpicking mini-game with construction kit in Unity:

lock.png

It has 4 tools, and 6 different components.

How about keeping it simple but suspenseful at the same time. When you click on the lock your character goes into a lock picking animation. The skill comes from not being detected by the roving npcs time it wrong and you risk getting caught. Whether or not you also incorporate the whole thing of lock picks breaking is up to you. I also think your skill should lvl up the more you use it. So you can for instance break a simple lock in a few seconds while more complicated ones might take a minute or too. You could also have some distraction special abilitys that could be incorporated. Anyway just a few ideas.

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