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How to create an element merger game in Scratch

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EC

ElementCrafter_Dev

Posted on August 31, 2024 • Intermediate

🧪 Need help creating an element merger game!

Hey Scratchers! 👋

I’m planning to make a game where you merge elements (like combining fire + water = steam), similar to games like Elemental 3. I want to start with 4 basic elements and let players discover new combinations.

I need help with the code structure - how do I handle all the different element combinations and manage the discovery system? Any advice would be amazing! 🔥💧🌍💨

GM

GameMechanics_Master

Replied 2 hours later • ⭐ Best Answer

Great project idea @ElementCrafter_Dev! 🧪 Element merger games are complex but very rewarding. Here’s a complete system to get you started:

🏗️ Basic Architecture Overview

The key is using clones for elements and lists to store combinations and discoveries:

flowchart TD A[🎮 Game Start] --> B[Initialize Base Elements] B --> C[Create Element Clones] C --> D[Player Drags Element 1] D --> E[Player Drags Element 2] E --> F{Elements Overlap?} F -->|No| G[Return to Position] F -->|Yes| H[Check Combination] H --> I{Valid Recipe?} I -->|No| J[Show "No Recipe" Message] I -->|Yes| K{Already Discovered?} K -->|Yes| L[Create Known Element] K -->|No| M[🎉 New Discovery!] M --> N[Add to Discovered List] N --> O[Create New Element Clone] O --> P[Show Discovery Animation] L --> Q[Update Inventory] P --> Q J --> G Q --> D style A fill:#e1f5fe style M fill:#e8f5e8 style P fill:#fff3e0

🎯 Step 1: Element Data Structure

First, set up your element system with lists:

    when flag clicked
// Initialize element lists
delete all of [Element Names v]
delete all of [Element IDs v]
delete all of [Discovered Elements v]
delete all of [Recipe Element1 v]
delete all of [Recipe Element2 v]
delete all of [Recipe Result v]

// Add base elements
add [Fire] to [Element Names v]
add [Water] to [Element Names v]
add [Earth] to [Element Names v]
add [Air] to [Element Names v]

add [1] to [Element IDs v]
add [2] to [Element IDs v]
add [3] to [Element IDs v]
add [4] to [Element IDs v]

// Mark base elements as discovered
add [1] to [Discovered Elements v]
add [2] to [Discovered Elements v]
add [3] to [Discovered Elements v]
add [4] to [Discovered Elements v]

// Set up recipes (Element1 ID, Element2 ID, Result ID)
call [Add Recipe v] (1) (2) (5) // Fire + Water = Steam
call [Add Recipe v] (1) (3) (6) // Fire + Earth = Lava
call [Add Recipe v] (2) (4) (7) // Water + Air = Cloud
call [Add Recipe v] (3) (4) (8) // Earth + Air = Dust
  

🧩 Step 2: Recipe Management System

Create a custom block to manage element combinations:

    define Add Recipe (element1) (element2) (result)
add (element1) to [Recipe Element1 v]
add (element2) to [Recipe Element2 v]
add (result) to [Recipe Result v]
// Also add reverse recipe (element2 + element1 = result)
add (element2) to [Recipe Element1 v]
add (element1) to [Recipe Element2 v]
add (result) to [Recipe Result v]

define Check Recipe (elem1) (elem2)
set [Recipe Found v] to [0]
set [Result Element v] to [0]
repeat (length of [Recipe Element1 v])
if <<(item (Recipe Index) of [Recipe Element1 v]) = (elem1)> and <(item (Recipe Index) of [Recipe Element2 v]) = (elem2)>> then
set [Recipe Found v] to [1]
set [Result Element v] to (item (Recipe Index) of [Recipe Result v])
stop this script
end
change [Recipe Index v] by (1)
end
  

🎨 Step 3: Element Clone System

Create the main element sprite with clone management:

    // Main Element Sprite
when flag clicked
set [Element ID v] to [0]
hide // Hide original sprite

// Create clones for discovered elements
repeat (length of [Discovered Elements v])
set [Element ID v] to (item (Clone Counter) of [Discovered Elements v])
create clone of [myself v]
change [Clone Counter v] by (1)
end

when I start as a clone
// Set appearance based on Element ID
switch costume to (item (Element ID) of [Element Names v])
go to x: ((-200) + ((Element ID) * (80))) y: (150)
show

// Clone interaction
when this sprite clicked
if <(Dragging) = [0]> then
set [Dragging v] to (Element ID)
set [Drag Start X v] to (x position)
set [Drag Start Y v] to (y position)
end

forever
if <(Dragging) = (Element ID)> then
go to [mouse-pointer v]
end
end
  

🔄 Step 4: Merging Logic

Handle the actual merging when elements are combined:

    when mouse down
// Start dragging logic handled in clone

when mouse up
if <(Dragging) > [0]> then
// Check if dropped on another element
set [Target Element v] to [0]
broadcast [Check Collision v]
wait (0.1) seconds

if <(Target Element) > [0]> then
// Try to merge
call [Check Recipe v] (Dragging) (Target Element)

if <(Recipe Found) = [1]> then
// Check if result is already discovered
if <[Discovered Elements v] contains (Result Element)?> then
// Create known element
broadcast [Create Element v]
else
// New discovery!
add (Result Element) to [Discovered Elements v]
add (item (Result Element) of [Element Names v]) to [Discovery Log v]
broadcast [New Discovery v]
broadcast [Create Element v]
end
else
// No valid recipe
say [No combination found!] for (1) seconds
end
end

// Return dragged element to original position
broadcast [Return to Position v]
set [Dragging v] to [0]
end
  

✨ Step 5: Discovery System

Add excitement with discovery animations and tracking:

    when I receive [New Discovery v]
// Discovery animation
repeat (10)
change [brightness v] effect by (10)
wait (0.05) seconds
end
repeat (10)
change [brightness v] effect by (-10)
wait (0.05) seconds
end

// Show discovery message
say (join [New Discovery: ] (item (Result Element) of [Element Names v])) for (2) seconds

// Play discovery sound
play sound [discovery v]

// Update discovery counter
change [Total Discoveries v] by (1)
  

📊 Step 6: Advanced Features

Add these features to make your game more engaging:

    // Element categories and hints
define Get Element Category (element_id)
if <(element_id) < [5]> then
set [Category v] to [Basic]
else
if <(element_id) < [20]> then
set [Category v] to [Common]
else
set [Category v] to [Rare]
end
end

// Hint system
define Give Hint
set [Random Recipe v] to (pick random (1) to (length of [Recipe Element1 v]))
set [Hint Element1 v] to (item (Random Recipe) of [Recipe Element1 v])
set [Hint Element2 v] to (item (Random Recipe) of [Recipe Element2 v])
set [Hint Result v] to (item (Random Recipe) of [Recipe Result v])

if <[Discovered Elements v] contains (Hint Result)?> then
say (join (join (item (Hint Element1) of [Element Names v]) [ + ]) (join (item (Hint Element2) of [Element Names v]) [ = ?])) for (3) seconds
else
say [Try combining different elements!] for (2) seconds
end
  

💡 Pro Tips for Element Games

  • Start simple: Begin with 4-6 base elements and 10-15 combinations
  • Logical recipes: Make combinations intuitive (Fire + Water = Steam)
  • Progressive difficulty: Unlock complex elements through simpler ones
  • Visual feedback: Use particle effects and animations for discoveries
  • Save progress: Use cloud variables to save discovered elements

This system gives you a solid foundation for an element merger game! Start with basic combinations and gradually add more complex recipes. 🧪✨

EC

ElementCrafter_Dev

Replied 3 hours later

@GameMechanics_Master This is incredible! 🤩

I implemented the basic system and it’s working perfectly! The clone management is genius - I can easily add new elements without rewriting everything.

Quick question: How would I add element rarity levels and maybe some visual effects when rare elements are discovered?

VX

VFX_Wizard

Replied 1 hour later

@ElementCrafter_Dev Great question about rarity! ✨ Here’s how to add rarity levels:

    // Add rarity data
when flag clicked
delete all of [Element Rarity v]
// Basic elements (rarity 1)
add [1] to [Element Rarity v] // Fire
add [1] to [Element Rarity v] // Water
add [1] to [Element Rarity v] // Earth
add [1] to [Element Rarity v] // Air
// Common elements (rarity 2)
add [2] to [Element Rarity v] // Steam
add [2] to [Element Rarity v] // Lava
// Rare elements (rarity 3)
add [3] to [Element Rarity v] // Lightning
add [3] to [Element Rarity v] // Crystal

// Rarity-based discovery effects
when I receive [New Discovery v]
set [Element Rarity Level v] to (item (Result Element) of [Element Rarity v])
if <(Element Rarity Level) = [3]> then
// Epic discovery animation
repeat (20)
change [color v] effect by (10)
change size by (2)
wait (0.02) seconds
end
play sound [epic discovery v]
else
// Normal discovery
play sound [discovery v]
end
  

You can also add particle effects and screen shakes for rare discoveries! 🎆

VB

Vibelf_Community

Pinned Message • Moderator

🧪 Master Advanced Game Mechanics!

Fantastic discussion on element merger systems! For developers ready to create even more sophisticated crafting games, our community offers guidance on:

  • 🎯 Complex recipe trees and dependencies
  • 🎨 Advanced visual effects and animations
  • 💾 Efficient data storage and cloud saves
  • 🏆 Achievement and progression systems

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