How to create an element merger game in Scratch
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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! 🔥💧🌍💨
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:
🎯 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. 🧪✨
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?
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! 🎆
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
📚 Related Discussions
- Building inventory systems in Scratch
- Advanced clone management techniques
- Creating engaging discovery mechanics
Ready to build the next great crafting game? Get personalized mentorship from expert developers in the Vibelf app!