In the Minigame Mastery template, learn to spawn items players can pick up to throw or drop onto triggers. Mini-games often include the mechanics of triggering other games and relays.
Carryable Spawner Device
You can spawn items from the Carryable Spawner, which can be picked up, put down, or thrown. Players always carry objects over their heads.
The device comes with a wide range of user options. You can swap the static mesh, sound and visual effects to create a custom held object.
In the Damage and Explosion category in the Details panel, you can set how the item interacts with the environment. For example, character damage and explosion on impact.
With the device you can create games like chess, use heavy stones to weigh down pressure plates, recreate basketball, and other sports games.
The Carryable Spawner device is available for all Fortnite islands in Creative and UEFN, but is especially useful in the Squid Game feature set. In the template, you can find the device in the Content Drawer, under All > Fortnite > Devices > !Beta.
To learn more about the device and settings, see Using Carryable Spawner Devices.
The Squid Game feature set also includes the brand-specific version of this device. These devices represent the Gonggi item in different colors. This means the settings are the same, but the prop is designed to fit the aesthetic of the Squid Game brand and connect fans to iconic props seen in the show.
In the template, you can find the Gonggi version in the Content Drawer, from the All > Squid Game > Devices folder.
Gameplay Setup
In the mini-game, one player must carry a stone across a narrow bridge while avoiding obstacles and trying not to fall into the lava. However, the other team, wearing VIP masks, try to make the player's life harder by throwing things at them from the sidelines.
This setup may not feel fair, but neither is Squid Game. Asymmetric play like this is core to the theme of the show. While all contestants generally have a fair time against one another, setting up discrepancies, advantages, and demonstrating that power hierarchy is an interesting way to put a certain twist on things.
Devices Used
Audio Player x 1
Billboard x 5
Button x 3
HUD Message x 5
Class Selector x 2
Damage Volume x 3
Mutator Zone x 6
Score Manager x 2
Teleporter x 4
Timer x 2
Trigger x 3
Pinball Flipper x 4
Pinball Bumper x 3
The game starts by choosing a team, Carrier or Thrower, from the Class Selector device. Entrance into either device triggers the following:
The carrier is spawned into the obstacle room.
Obstacles connected to the Pinball Flipper and Pinball Bumper devices begin moving.
A Timer device begins the countdown for the carrier to make it across.
Carryable items spawn in the scene via the Carryable Spawner device.
A UI for the score becomes visible.
If a player is knocked into the lava, whether due to the thrower or obstacles, they’re eliminated. A Damage Volume device is placed around the lava to create the elimination. Players keep spawning in the game until time runs out.
For the thrower, a VIP mask is attached via the Visual Effect Powerup device. This device connects to a Niagara system containing the mask through the Custom Effect option.
To learn more about creating a Niagara system, see Visual Effects.
Design Tips
Below are additional design considerations:
Use Squid Game props to create more branded carryable items, like the Llama Bank.
Design custom meshes with in-engine modeling tools.
Use VIP masks as items players can unlock or ways to distinguish teams.
Think of vulnerable moments you can create for players while they carry an item.
Next
Learn to add multiplayer skill checks to your Squid Game island.