Metal-detecting
- Yali Papacubec
- 25 янв.
- 3 мин. чтения

We received an order from the team at mindflairgames.com to develop a game about treasure hunters. Initially, we focused on finding a visually accurate way to depict ground deformation during digging. Then, we brainstormed how to place objects within the terrain, determine when they should appear during digging, in which part of the hole they should emerge, and many other details that most people don’t consider when they want to "create their own game about [insert idea here]."
But developers working directly inside the game engine, it’s essential to know all these (and other critical) details to properly configure logic parameters and ensure not only functional visuals but also a beautiful and satisfying on-screen experience.
After a couple of brainstorming sessions, we (Loona and Yali), developed the logic for hiding (placing in the location), searching for, and detecting treasures (in 2 metal detector modes). We also found a solution in the form of the Voxel Plugin Pro Legacy.

According to Yali, this plugin became the game’s key feature. It allows real-time modification of terrain visuals, and its extensive customization options make it highly adaptable. This was crucial for accurately representing the process of digging while searching for treasures.
The game begins with a story about the main character, Nigel, who loses his job and needs to pay off his debts. He finds his old metal detector, borrows a shovel from a neighbor, and sets off to find treasure. Town residents give Nigel quests to find lost items behind houses, near the church, or in gardens in exchange for rewards—this is how players progress through the game’s storyline.

Nigel uses his metal detector to search for treasures. Technically, the game calculates the distance from the detector handle to an actor buried in the soil. When the distance reaches a minimum threshold, the detector signals. We trace to the actor and switch to a pawn that uses a shovel to interact with the terrain.
We created two types of soil: one soft and the other harder. Using the shovel, the player traces the terrain at the point of contact, creating a predefined empty volume in the soil. Visually, the player sees a small hole and continues digging to uncover the treasure. Once the player retrieves the object (or discards it), it is added to the inventory.

The inventory is implemented as a leather bag, where players can view their collected items. From there, Nigel goes home, turns on his computer, and sells the items to earn money.
Initially, we implemented a Item Identification Mechanic, where found items were compared with a treasure database from a discovered book. If the item was deemed a treasure, it could then be sold at auction. The Auction Logic was also developed.

However, mindflairgames.com later decided to exclude the identification and auction mechanics, so we removed them from the game.
On the same computer, a shop feature is available, allowing players to purchase useful items for hunting. For example, the pinpointer helps locate treasures more precisely before digging begins. Players can also purchase a car to travel to nearby villages and search for treasures in new locations.

Overall, the game has turned out to be an interesting and relaxing experience. The terrain destruction mechanic is incredibly satisfying, making players want to dig more and more 🙂

Recently, we also implemented Xbox controller support for the game.
Currently, we’re in talks with various publishers and investors to complete the game in full. If you’re interested in partnering or collaborating, feel free to contact us by email.
Link to the pitch deck: https://www.papacubec.com/metal-detecting
Comentários