This is the build blog, I've also made a gameplay & behind-the-scenes video linked on the right. (The blog will make more sense if you watch first). If you have the game play it first to avoid spoilers - SnapMap ID: QSKYBT5Q
I made this in SnapMap, the sandbox in Doom 2016. I love combining things and a Minesweeper as a physical game you can play is very trepidous! (the shock & surprise in my playthrough is genuine & is like what a new player would experience)
Incase you've not played Minesweeper, as you reveal each space, the number shown corresponds to how many mines in the adjacent boxes. Thus by elimination you hope to reveal all space, except the mines!
How the intro was made, it's basically a sequence of events made using timers/delays (you can see one near the 9 on the wall)
The other lines are to spawn and kill them, same for the icons on the wall
The cameras that show the next 2 scenes can also be seen on either side of this scene
The backpack attached to the player spawn sets the starting attributes (eg I set movement speed to ⅔ - you'll see why!)
You don't want to overshoot the space you were aiming for! After testing I found 66% movement speed ideal but have made the options available in-game for the player to choose what they prefer
Some clues by repurposing the existing suitable objects
The game board. The player would just see the grey and green boxes, until things are revealed during gameplay. There's plenty of secrets and cool combos (such as a glass cage forming around the player when some zombies are revealed)
And hazards like ofcourse the mines. The fire is a type of hazard you can add (to the decal, to make it a mine)
MS was originally a top-down 2D game, so to keep visibility over a distance for the revealed numbers, as you jump out of the space, a glass box forms over it (so you're more elevated on the map)
How demons are spawned in game. Mines are an automatic death, demons you fight, whilst avoiding revealing mines, very fun and tricky (see vid)
A logic for causing an object to disappear (the sarcophagus) when enough demons are killed. The player can then get the object that was under it
The 2 clue/joke scenes (the player would only see what's in front of the camera)
These are corpses from a violent game, so they're in various states of disrepair by default, leading to the joke on the right