Project Party

NerdinaNutshell

  • Posts: 251
Ever since I've started making games, I've always wanted to make a game that I could play with my friends. And after a few months of learning the ropes of stencyl, I decided to do just that.

Introducing, Project Party.



Along with being a party game, this game is also intended to be an exercise for myself to practice resource management and creating cleaner code. My plan is to mostly put planning stuff, progress videos and yada yada here.
*Puff*

NerdinaNutshell

  • Posts: 251
Here's the first planning doc I did for the game. It was mostly basic notes and main features.

« Last Edit: April 25, 2019, 01:55:05 pm by NerdinaNutshell »
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NerdinaNutshell

  • Posts: 251
Here's an in-game screenshot (scaling is a tad wonky) of the select screen and a picture of another design doc thingie.

« Last Edit: April 25, 2019, 08:00:48 am by NerdinaNutshell »
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NerdinaNutshell

  • Posts: 251
Devlog #1:
    What I've done over the past few days
    • Change character selection from a mouse click to selecting with buttons (easier for everyone to pick character rather than asking one person to click on them)
    • Elevators now go down after all players have selected their character (I'm thinking of only making selected character types go down but \_<-_->_/ )
    • Made quality of life improvement for myself in the cod. When you hit someone on the side you now trigger an event inside of them to get launched and play an animation rather than triggering it inside your own behavior (this will make it much less messy to trigger this action with things such as projectiles)
      What I want/plan to do
      • Add a # of players screen
      • Make Treasure Hunt mode completely playable by the end of the week
      • Make a victory screen
      Fun Fact of the day: When this game was nothing more than an idea, I got the design for the playable characters (the party people) from a dream.[/list][/list]
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      NerdinaNutshell

      • Posts: 251
      Here's the planning stuff for Treasure Hunt mode. In case you're wondering, I chose the Smiley Coin for the collectible.
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      NerdinaNutshell

      • Posts: 251
      Last night I finished my gamepad mapping behavior, haven’t gathered enough controllers to fully test it but I will soon. If all goes well I’ll most likely post it here for you guys to use :).
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      NerdinaNutshell

      • Posts: 251
      Just started planning the first Treasure Hunt map. The theme is going to be a mix between medieval and beach (so a sandcastle haha). I’ve just started thinking out hazards, and I feel morally obligated to have water as one of the them. Only problem is, I can’t decide how it will behave. Below I have a list of possible behaviors (these can be combined too).
        Water behaviors
        • Masks player’s location
        • Player drowns in it after a few seconds
        • Makes vertical movement more floaty
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      NerdinaNutshell

      • Posts: 251
      Decided to speed the game up a tad. Regarding a demo, I'm hoping to put things together in about a week (life can be unpredictable, so fingers crossed)
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      NerdinaNutshell

      • Posts: 251
      Currently unsure how I feel about continuing. A lot of what I originally wanted to do had to be dropped due to lack of split screen support. There's only so much that can be going on on one screen. *sigh*
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