Cel Shading Test
Nothing much to talk about, just testing out some cel shading and outlining in blender.
If you wish to ask me anything or inquire about this project, here is my twitter: https://twitter.com/Gamedev_Horayn
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@ofdiceandmendevlog
Cel Shading Test
Nothing much to talk about, just testing out some cel shading and outlining in blender.
If you wish to ask me anything or inquire about this project, here is my twitter: https://twitter.com/Gamedev_Horayn
Board Concept: Outrageous Octopoly
This design is from roughly a month ago and I wanted to share it, but I wanted to finish the coloring first. However, I have since moved on to working on other miscellaneous things so I figure I'll just show it to you all in black and white while I work on those other tasks. Last month I mostly finalized the layout and design of a board called "Outrageous Octopoly" (the concept at the very least, it is no-where near playable yet). You can see it here:
This board works similarly to Windmillville and Koopa's Tycoon Town from Mario Party 7 and 8 respectively where you invest in locations to own their Heart(s) rather than buying Hearts individually. The player with the largest investment in a location owns it; so if another player walks up and out-bids you, they now own it instead.
What makes this board unique is that the locations you invest in double as item shops, each with their own unique inventory. How much you spend at these shops is proportional to how much you invested in it compared to other players. On top of this, the player with the majority investment not only owns the Heart(s) tied to the shop, but also gets half of the money other players spend on items at that shop.
One thing to consider when you arrive at a shop is whether you want to invest or buy an item as you can only do one of the two on a visit. What is more important to your game plan? That exact item or investing in this shop?
There are seven shops. Four are worth one Heart, two are worth two and the last one is worth three. The three in particular is difficult to get to as a secondary gimmick of the board is the police barricades and station. On four intersection on this board there is a police barricade blocking off one of the two paths connected to it. If you slip the officers stationed there 10 Dollars they will "look the other way" and block the opposite path instead. On top of which, there is a police station on the board where you can pay a 10 Dollar fee to swap any one barricade's position somewhere on the board.
The board is divided in half and on each side, half of the shops are available with both sides leading to the three Heart shop. That shop, however, is blocked by two barricades on both sides making it a little pricey to get there. But remember, if you open the way to it, those behind you can follow you for free, choose your paths wisely.
The observant among you might have noticed that the board is named "Outrageous Octopoly," a play on words of the term "Monopoly," or a market dictated by a singular party. Thus "Octopoly" implies that it is instead run by eight parties; yet there are only seven shops. I have intentionally left it up to interpretation why this is, but all I'll say is that there are a few ways of looking at it to have an eighth participant in this economy.
There are a ton of details I have not discussed about this board and even some easter eggs, but I'll leave the rest for you all to discover on your own, meaning that is all for now! If you wish to ask me anything or inquire about this project, here is my twitter: https://twitter.com/Gamedev_Horayn
What I've been up to
Long time no see, huh? I am happy to report that I am, in fact, not dead! And I have been busy with this project in the meantime. I've been working largely on assets and I've made quite a few, here's a handful of them for your gazing pleasure:
(Excuse the poor lighting, they're only test renders)
So yeah! There's plenty more I have been working on this past month but this is just a handful of it.
If you are wondering if this means the resumption of regular updates, not quite. I have decided moving forward to only post updates when I feel I have something significant to share so, keep your eyes peeled I suppose! Thank you for your continued attention and support! If you wish to ask me anything or inquire about this project, here is my twitter: https://twitter.com/Gamedev_Horayn
See you all next update!
Big Changes
Things are likely going to change a lot around here.
I have been working on this game for a while now in GameMaker Studio 2, and while I do like the program itself, I have had growing concerns about it's management and business decisions for a while now. I don't want to get too into my grievances, but recently they announced the shift from owned licenses to a subscription model, locking some significant features behind a recurring paywall. While I would have access to the necessary features for a pc release given my existing license would be respected, I would be limited on multi platform development in the long run in a way I am not fond of. If this was my only concern I'd probably not be making this post right now, but it isn't. That said, I rather don't want to go too far into it, so suffice it to say, I am very seriously considering moving this project to Unity before I get too deep into it. Now I don't make this decision lightly, a lot of work would need to be redone and I would need to learn a new coding language as well. However, it does open up more considerations. One being the potential of making this game 3D like those that inspired it. Honestly, half the reason I wasn't making it 3D was because I was working in GameMaker, and if that restriction is gone then there's strong reason to ditch the 2D direction entirely and de-shackle myself so to speak.
This shift would take a lot of work but also would open a lot of doors, and I'm not totally sure I am ready to make that decision final, but I am already experimenting with the idea to do so.
I'm sorry if this reads as "damn, the game will take even longer to come out now!" to you but I hope this will ultimately result in a better final product for everyone. This change would open many doors to me and I am both nervous and excited to see where they lead.
If you've read this far, thank you for taking the time to hear my thoughts, and thank you for patiently following my work! If you wish to ask me anything or inquire about this project, here is my twitter: https://twitter.com/Gamedev_Horayn See you all next update!
Hiatus
You may have noticed I missed last week's post. It kind of got lost in the mess of things, so to be clear on what's up, I'm currently working on a number of things for friends, commission/work and personal life and as a result I will be taking a hiatus. It shouldn't be long, I mostly just need to get back into the swing of things, but rather than stress about how to get blog updates out, I'd rather get back on the horse first then resume the blog.
I hope to see you all relatively soon, and thank you in advance for your patience and support!
Week 16: Button Masholes [Minigame Showcase]
Happy Father's Day! This week will be non-visual as we are just going to discuss a concept that has nothing visually to show yet.
Every party game seems to have it's obligatory button mashing game, just to throw in a straightforward match of a singular, pure skill in the middle of a pool of chaotic and wacky minigames. But rather than following the same tried and true format used for years, I thought I'd get a little meta and throw a wrench into it.
In "Button Masholes" all four of the players' characters are sitting on a couch playing a button mashing minigame. The goal is to be the first to fill up a meter with your inputs. The twist? You can attempt to unplug your competitor's controllers, forcing them to plug it back in. This, however, takes some time to pull off leaving you unable to mash briefly and also open to being countered yourself.
This should allow even the weaker mashers out their to have more of a fighting chance against that one friend who seems to be a god at mashing, using that childish method you've always felt tempted to try. Just don't forget to actually try to fill your meter too.
This was a short one but I hope you are all having a happy Father's Day! Thank you for your time and if you have any questions you would like answered on the blog, here’s my twitter: https://twitter.com/Gamedev_Horayn
Week 15: Minigame Types
It's E3 Season! and given I am just as distracted as perhaps many of you, this will be a smaller update this week. Lets discuss what types of Minigames there are!
Free For All:
This Minigame type is a 1v1v1v1 format that appears between rounds. This is the most common type of minigame, with the Mario Party titles calling this category "Four Player Minigames." I changed the name as technically speaking, most of these are "Four Player Minigames," what makes this distinct is the lack of teams; thus "Free For All."
2v2:
This is a between round minigame type, just like free for all, but has teams of two competing. Teams are determined by spaces landed on during the round.
1v3:
Like the 2v2 format in all ways except it's one versus a team of three.
Gambling:
It is a between round minigame with no teams like Free For All, but instead of playing for victory, players gamble their existing cash pool to try to come out with gains instead of losses. These show up less frequently than the prior ones.
Fortune:
Fortune minigames come in two varieties: Single Player and Multiplayer; these occur when someone lands on a Fortune Space. Every Player has the opportunity to win cash or even a heart in single player, and risks losing nothing in the process.
Misfortune:
Like Fortune minigames except they occur on Misfortune spaces and players must succeed or risk losing cash or even a heart.
Duel:
1v1 minigames that primarily occur on Duel Spaces where the winner claims a wager from the loser.
I understand that most of this is already covered in a mish-mash of older posts, but I thought it should be all in one spot and was perfect for a smaller update.
Speaking of E3, I'll be streaming my reactions to the Nintendo Conference with some friends on my channel here: https://www.youtube.com/channel/UC-TLedNqPaokMT2CfLtrE2w/featured
That should be it for this week’s update! Thank you for your time and if you have any questions you would like answered on the blog, here’s my twitter: https://twitter.com/Gamedev_Horayn
Week 14: The Remaining Green Items
Rather than having a thematic grouping to discuss them, let's just discuss the last few "Green Cards" shall we?
Healthcare Card
Price: 10 Dollars
Like the "Metal Mushroom" from Mario Party 6 & 7, this item protects you from all pass-by traps you trip during your roll. This makes the Healthcare Card a very useful item to carry as a safety net. You don't want your best laid plans going awry that easily do you?
Mugger Card
Price: 10 Dollars
Like the "Bowser Suit" from multiple Mario Party entries, this item allows you to steal 10 Dollars (or as much as they can up to that) from anyone you pass on that roll. Due to the price, store bought cards require you to mug from two people to profit; in one roll no less!
Store Card
Price: 5 Dollars
Returning from Mario Party 3's "Cellular Shopper" is the Store Card! In Mario Party it allows you to shop for items without approaching a shop and it does so here too, but this time with some tweaks to accommodate the new item and shop systems. Normally shops carry 5 items total with up to one of those potentially being a rare or "Blue" card. The chances being 25%, 50%, 75% and 100% for first, second, third and last places respectively. However, this system would be incredibly limiting for someone using this item, so instead the store card works as follows; every green, yellow and red card is available for purchase along with one randomly determined blue card. This can be a powerful tool for getting nearly any item you need as the situation calls for it, but effectively with a 5 dollar up-charge. Remember, just like in Mario Party 3, you cannot use the item you bought on the same turn you got it.
That should be it for this week’s update! Thank you for your time and if you have any questions you would like answered on the blog, here’s my twitter: https://twitter.com/Gamedev_Horayn
Week 13, Whoops
I really should read what I wrote better before posting
Week 11: Minty Fresh [Minigame Showcase]
This week on the blog we are discussing another minigame; “Minty Fresh!” As usual, the image above is non-final as is what I am discussing. Minty Fresh is a “Free for All” minigame where all four player are competing to print more fake money than any other player... while running and ice cream truck! Yes, it is as absurd as it sounds.
With the monitor inside the truck you can see the blurry figure of a customer approaching; they may be an average person looking for ice cream or a police officer who will arrest you if they discover your operation. You can chose to leave the printer running so you might outscore your opponents, but risk being busted; or play it safe and turn it off, also lowering your income. But be wary of normal customers, they could be an undercover cop waiting to bust you just like a normal officer.
For an additional wrinkle, the season the minigame is set in is randomized on start with each season not just being aesthetically different, but distinct in what customers show up as well.
Oh, and this is not a money making game. You do not keep the fake money you print in the board game, sorry.
That should be it for this week’s update! Thank you for your time and if you have any questions you would like answered on the blog, here’s my twitter: https://twitter.com/Gamedev_Horayn
Week 12: Bonus Hearts
Just Like in Mario Party, players shall receive “Bonus Hearts” after the game has ended, boosting their totals and giving those fortunate players an edge in the competition. There are nine Bonus Hearts to discuss so let’s dive into it.
Cash Heart:
The Cash Heart is awarded to the player with the most money at the end of the game. This is different than Mario Party 1 - 5 where the Coin Star was awarded to whoever had the highest peak. This change was made so that players have more ability to counteract when someone gets loads of cash and to make the richest players think more about how they spend their money. Do I risk losing the money lead or buy a potentially useful item?
Minigame Heart:
The Minigame Heart is given to the player who wins the most minigames. It is not based on how much money you win in minigames, just how many you won (also unlike Mario Party). The only ones that count are end of round minigames and for money making games the winner is determined by who collected the most cash.
Event Heart:
The Event Heart is handed to whoever lands on the most event spaces. That is all there is to it; it functions just like it’s Mario Party counterpart.
Property Heart:
The Property Heart is transferred to whoever owns the most spaces by the end of the game. So long as it is a space that your character owns with an card trap attached to it, it counts.
Shopping Heart:
The Shopping Heart is served to the one who spent the most money in card shops. Any shop where you buy items will do but not things such as buying a heart.
Dice Heart:
The Dice Heart is allotted to the player who owns the most character dice. The one each player starts with counts, of course; but not the default die (not that the latter matters anyway).
Running Heart:
The Running Heart is granted to the player who traveled the most spaces over the course of the game. Only spaces you can land on count and it has to be traveled across, teleportation does not count. Moving backwards, however, does count. Maybe stock up on Double or Triple Dice Cards?
Slow Heart:
The Slow Heart is received by the player who traveled the least spaces and it functions otherwise just like the Running Heart. Perhaps having the worst luck with dice isn’t quite so bad.
Purple Heart:
The Purple Heart is presented to the player who lost the most cash over the course of the game. Cash spent on things like shops or hearts does not count, it must be lost money. Sometimes luck can be cruel and this at least can help compensate for that. Similar to the Red Star from Mario Party but does not just apply to Minus Spaces.
Some Bonus Hearts are rather familiar but many are at least changed from their original counterparts. The way bonus hearts are handled has also been changed. In Super Mario Party, 10 - 15 turn games only handed out two bonus hearts whereas 20 turn games gave three. I am adopting and expanding this system where the number of hearts presented is, by default, determined by how many turns are played as opposed to a static 3. Which Bonus Hearts are chosen is randomly selected at round start.
This is relatively similar to most Mario Party games starting with 7, however, unlike any Mario Party game you can do more than simply enable or disable Bonus Hearts. Now you have a “Custom Bonus” option where you can choose how many Bonus Hearts will appear manually instead of being determined by turn count, and enable/disable what Bonus Hearts can even show up in the first place. So if you want to, for example, play with a fixed three bonus hearts and only have Cash, Minigame and Event show up, you can.
Hopefully this range of options and bonuses should allow many different types of play and more strategy as well.
That should be it for this week’s update! Thank you for your time and if you have any questions you would like answered on the blog, here’s my twitter: https://twitter.com/Gamedev_Horayn
Week 11: Warp Items
Welcome to another Sunday update! This time I’ll be showcasing the two items relating to warping, so let’s not delay and get into them.
Warp Door Card:
Price: 10 Dollars
This item summons a magic door that swaps your position with that of one of the three other players. You do not get to choose which player you swap with, rather you spin a dial to determine who instead. This dial has a small random range of angles it stops at based on when you push the button to stop it. The range is small enough that with good timing you can more accurately get the choice you want; but large enough that it is not a guarantee either. Otherwise it functions identically to the Warp Pipe from Mario Party 4. You can use this to escape danger, and if you are really maniacal, put other players into danger.
Teleportation Card:
Price: 10 Dollars
This item functions identically to Mario Party DS’ Warp Dice Block in that it warps you to a totally random space on the board outside of anyone’s control when used. This could be incredibly useful, harmful or neither; it’s utter chaos! However, this item you may notice is a Rare Item, meaning it only shows up in shops and occasionally at that. This is because it has the potential to completely invalidate traps and would be irritating to use if too common I figure, thus why I made it rare. This is not an issue for the Warp Door Card as if you set a trap for one player, it still would be used on whoever they swap with (assuming it isn’t the trap setter of course) meaning that the trap at least still gets used.
And those are the two warp items, short update this week I know, but these are best shown together.
That should be it for this week’s update! Thank you for your time and if you have any questions you would like answered on the blog, here’s my twitter: https://twitter.com/Gamedev_Horayn
Week 10: Drone Dread [Minigame Showcase]
Happy Mother’s Day! ...On an unrelated note to that, one of the things I’ve been working on this week is assets for a minigame called “Drone Dread” and I figure, let’s talk about that this week!
Drone Dread is a “Free for All” minigame (1v1v1v1) where the four players stand on an platform hanging from a crane, elevated high above city streets. The winner is the last player standing as drones fly at the players attempting to knock them off the platform and onto the street below (only a fall of hundreds of feet, non fatal of course).
I’m considering allowing players to shove each other as well, however you cannot jump. There is a lot of work that will need to be done in order for this one to be finished but in the meantime, here’s a W.I.P. of the background:
I’m thinking of making the platform glass so that you can see the street below it along with animated high speed traffic (because dense urban areas have very high speed traffic right?)
I wish there was more to show, but minigames in general are incredibly early in production and I though I would share with you all at least one of them right?
That should be it for this week’s update! Thank you for your time and if you have any questions you would like answered on the blog, here’s my twitter: https://twitter.com/Gamedev_Horayn
Week 9: Gambling Games
This week is going to be less visual than the prior ones given that it is more conceptual than concrete at the moment. But today we are going to discuss one type of minigame: the “Gambling” game. Occurring by chance during end round minigames, Gambling Games are minigames where all players must bet their money with the winner taking the pot. In terms of function they serve the same role as “Battle Games” in the mario party series, but work differently in key ways.
In Mario Party, Battle Games start with taking a fixed amount of each player’s coins and redistributing them based on minigame performance; the winner getting the most and last usually coming out empty handed. Gambling Games in my game, however, have no pre-round pot and instead players must bet their cash in order to play these games with the winner taking the spoils. How each individual minigame handles the betting element is individualized and thus different depending on what you are playing. Both systems serve the same purpose but do so in different manners.
The goal with this system is to make betting a more dynamic and active part of the gameplay where a player has to risk more in efforts to earn more. (That said there are efforts in place to still allow poorer players the opportunity to walk away with a prize). Ideally this should thematically complement my game and bring a new way to think about the classic “Battle Game” formula.
There are few other systems that affect Gambling Games and of course the individual minigames themselves, but that is a topic for another week.
That should be it for this week’s update! Thank you for your time and if you have any questions you would like answered on the blog, here’s my twitter: https://twitter.com/Gamedev_Horayn
Week 8: Progress Update
Rather than posting the usual about some existing concept or character, I figured this week I’d talk a bit about what I am currently working on for a change!
Recently I began programming the landing events for spaces (i.e.: plus spaces give you 3 dollars, minus spaces take 3, dice spaces give you dice, etc.). Thus far I have made all of the spaces that do not require mini games functional save two. One of which (the one I am currently working on) being event spaces. The unique challenge of course being that event spaces, unlike all others in the game, have unique effects on a per space basis so calling the space I.D. and executing it’s effect is not quite enough in this case. Fortunately, I am fairly confident that I know how to handle it. Each event space has a unique “event I.D.” that ties to what event it causes. If I set up a global function that switches based on I.D. then I should be able to add each spaces’ functionality without adding needless bulk to my existing board data. Of course, some of these events require animations to be made that I have not already prepared, so I have been spending most of the last week preparing those.
Other than that, I have made Plus, Minus, Die, and Trap Spaces all fully functional. The only other one left not involving mini games is the Chaos Space. After I finish those, next would be passing events (like shops). After which I should finally be in position to begin working on mini games and polishing the board gameplay.
I know this week was not very visual so take this screenshot for the road: (no this is not what the final game will look like)
That should be it for this week’s update! Thank you for your time and if you have any questions you would like answered on the blog, here’s my twitter: https://twitter.com/Gamedev_Horayn
I somehow forgot the character art in the last update, Whoops.
Week 7: Cassidy [Character Spotlight]
Bio:
Cassidy is a World Class Soccer player, renowned for his game saving plays and athleticism. All around an outgoing guy with a good attitude, he still lives in his suburban hometown with his sister, ...in their luxury mansion. Though neither of them spend much time there usually as they spend most of their time away from town on their careers. Given the short lived, high energy lifestyle of an athlete, Cassidy wants to win eternal life so that he can break the mold of athletes peaking and retiring young. In this way he can continue his passion without age getting in the way.
Dice:
Cassidy’s die is as follows: - $3, - $3, - $3, 8, 8, 8, 8, 8 | 8, 8 | 8, 8. The sides are laid out graphically below:
Cassidy’s Die promotes a longer distance movement, at the risk of personal harm but like a professional athlete, he aims for a consistent high instead of higher peaks and more lows. With this die you will get an 8 eventually, and on average it rolls 5|5.6|6 (compared to the default 4.5|5.5|6.5). Each upgrade makes you more likely to get the 8. With high burst movement and high consistency, your only significant fear is the loss of money in the process.
That should be it for this week’s update! Thank you for your time and if you have any questions you would like answered on the blog, here’s my twitter: https://twitter.com/Gamedev_Horayn