omg I've always felt this genre held a lot of untapped potential and wow based on what you've conceptualized so far I'm glad you're the one jumping at the chance!! this looks like it could shape up into something pretty awesome. (love the inclusion of monopoly-esque real estate spaces!!)
Dude, this is amazing. I've been working on my own game for a handful of months, and I know how hard it is to stay motivated, so the fact that you're making TWO amazing looking games is an absolute inspiration. Keep up the great work man!
one thing i loved from wii party was that when you won a minigame you would get a better dice with a higher potential roll. Would be great to see something like this in your game as it helps reward the players who are good in the minigame but still retains some of the luck which makes it fun
I was going to have special dice as just different items, so you'll have a chance at getting them whenever you get an item. The top placements in minigames earn an item
Great game idea and im really impressed with what youve got in just 4 weeks! Though a 3 month stretch goal sounds pretty tight, but i wish you the best of luck! Ive only played mario party and my two big quams with that game is that there is only 4 maps and i wish there were more, but perhaps more interesting maps would also fix that. The second issue is that the game seems to throw who wins, almost always player 1 or an ai on hard will literally get impossible odds of things and wins. Anywho, id suggest considering an ai so ppl can play alone or with cpus and lots of mini games. The best part of mario party is how many minigames there are!
I will definitely be looking into making ai to play against (it should also help me with testing and balancing). I will be going for quality over quantity when it comes to the minigames and maps. Although if the game is mildly successful, I'll probably do free updates later on with more content
I see you don't have any background elements yet. So I was thinking and maybe to more efficiently create more maps it would be cool if they were something like cardboard set pieces that can flop around when hit with let's say a dice and they'd probably just blend in well with the theme of the game. Looking forward to see the development of party Champs and to see how the art style develops
Just a quick idea for Sundercore, you could do “mutated” characters, kinda like tainted characters in Isaac. In your 5 Years in Development Hell video, I remember in a version of Sundercore, Sergeant Griggs had a dash attack. That could be a base. If you read this, thanks. Also, you can completely ignore this.
Make game board areas… like a 4 way cross, a row of tiles 4-6 in length, 4 different a 90° turns, then have an array of tiles, that allow you to choose what tile goes where. You could also make tiles that block the player like the roadway area, then just have a Grid system. I think doing something like this would be more work for you and beginning sure, however, in the end, it would allow you to quickly create and edit maps as well as allow players to create and edit their own maps
I think it'd make sense to make the game standout a bit more from pummel party if you wanted to make this more than just practice. I recommend increasing the player count substantially and removing the turn based system. Players can have 3 types of actions per move (everything happens real-time): rolling and moving - throw a dice and move on the board using an item - use an item (attack, defense, extra movement, etc) reactively dodging attacks during the action phase on the board - have the ability to be able to dodge one attack pointed at you if you're paying attention and react in time (dice or item) Just an example of what you could potentially add. Funnily enough, it might actually reduce code complexity by removing player turns and an increased player count probably won't effect performance much in this style of game
one thing i would recommend is scaling the whole world down. unity has this thing where it makes gravity seem stronger when you make everything smaller, and it helps the dice object not to look like it's on the moon. I made a dice game before, and faster gravity really does the trick. for some reason, increasing the gravity in the physics menu doesn't fix this.
Looks good! Is local multiplayer going to be an option too? I wonder how it would work with the power cards, since they need to be kept secret from other players
Love this type of game, but I would like to know how long do matches last? would be cool if there is a 30~ min map and a 60+ min one, just so busy people could enjoy the game too.
You'll be able to set the number of rounds for a match so it can be any length you want really. I think I'll do a large and small version of the map, so there's a 4-8 size one, and a 2-4 player size one.
@ when do u plan to reveal the progress? Im sure you have put a lot of work in! Ive recently started working on my own roguelike game, im coding it in python using pygame, im in highschool so i have plenty of time to work on it. Im struggling with enemy ai rn tho, do u have any suggestions or things i should look into for it?
@@VolarGorilla917 I will hopefully have a video in January. Sorry, I don't do any game dev in python, can't help you there. Look up DaFluffyPotato, I think he does a lot of pygame stuff
@@SundercoreDev i watch him! He's amazing. He's a pygame wizard! I couldn't find any enemy AI (at least not any that would feel good in my game) from him, I asked you because I decided to start making this game BECAUSE of Sundercore! I really liked the way the enemies worked in your game and in games like Enter the Gungeon, I'm just not sure how to implement similar AI
The plan changed, stay tuned for the next video. Ive been cooking
omg I've always felt this genre held a lot of untapped potential and wow based on what you've conceptualized so far I'm glad you're the one jumping at the chance!! this looks like it could shape up into something pretty awesome. (love the inclusion of monopoly-esque real estate spaces!!)
Talking about variety, move or die has a ton of mini games which you could take inspiration from
Dude, this is amazing. I've been working on my own game for a handful of months, and I know how hard it is to stay motivated, so the fact that you're making TWO amazing looking games is an absolute inspiration. Keep up the great work man!
Looking great so far!
one thing i loved from wii party was that when you won a minigame you would get a better dice with a higher potential roll. Would be great to see something like this in your game as it helps reward the players who are good in the minigame but still retains some of the luck which makes it fun
I was going to have special dice as just different items, so you'll have a chance at getting them whenever you get an item. The top placements in minigames earn an item
@@SundercoreDev love it 😁
Great game idea and im really impressed with what youve got in just 4 weeks! Though a 3 month stretch goal sounds pretty tight, but i wish you the best of luck! Ive only played mario party and my two big quams with that game is that there is only 4 maps and i wish there were more, but perhaps more interesting maps would also fix that. The second issue is that the game seems to throw who wins, almost always player 1 or an ai on hard will literally get impossible odds of things and wins. Anywho, id suggest considering an ai so ppl can play alone or with cpus and lots of mini games. The best part of mario party is how many minigames there are!
I will definitely be looking into making ai to play against (it should also help me with testing and balancing). I will be going for quality over quantity when it comes to the minigames and maps. Although if the game is mildly successful, I'll probably do free updates later on with more content
Instead of using realistic lighting I think you should give everything toon lighting, it’ll make your game eye catching.
I'm going to decide that when I have more of the environment complete
hey youre in the isle goblin discord!
That really cool !your games are always incredible ! You are one of the person that inspired to create my own game, so thx and big GGs for this video
Can’t wait to follow this dev project
I love this. This has so much potential to be great, and I bet it will be. I'll be around the entire journey.
I see you don't have any background elements yet. So I was thinking and maybe to more efficiently create more maps it would be cool if they were something like cardboard set pieces that can flop around when hit with let's say a dice and they'd probably just blend in well with the theme of the game. Looking forward to see the development of party Champs and to see how the art style develops
Love it, goodluck. That head throw collision mechanic is hilarious
Just a quick idea for Sundercore, you could do “mutated” characters, kinda like tainted characters in Isaac. In your 5 Years in Development Hell video, I remember in a version of Sundercore, Sergeant Griggs had a dash attack. That could be a base. If you read this, thanks. Also, you can completely ignore this.
dude i love the art on the cards lol
its cool
its cute
its funny
its originail
i love it❤
Awesome can’t wait for more! Good luck
Make game board areas… like a 4 way cross, a row of tiles 4-6 in length, 4 different a 90° turns, then have an array of tiles, that allow you to choose what tile goes where. You could also make tiles that block the player like the roadway area, then just have a Grid system. I think doing something like this would be more work for you and beginning sure, however, in the end, it would allow you to quickly create and edit maps as well as allow players to create and edit their own maps
Hey cool, looking forward to see more
I think it'd make sense to make the game standout a bit more from pummel party if you wanted to make this more than just practice.
I recommend increasing the player count substantially and removing the turn based system. Players can have 3 types of actions per move (everything happens real-time):
rolling and moving - throw a dice and move on the board
using an item - use an item (attack, defense, extra movement, etc)
reactively dodging attacks during the action phase on the board - have the ability to be able to dodge one attack pointed at you if you're paying attention and react in time (dice or item)
Just an example of what you could potentially add. Funnily enough, it might actually reduce code complexity by removing player turns and an increased player count probably won't effect performance much in this style of game
There's a game called Lunars that has that as a gamemode called Blitz. As for Party Champ, I'm deliberately keeping the scope small so I can finish it
one thing i would recommend is scaling the whole world down. unity has this thing where it makes gravity seem stronger when you make everything smaller, and it helps the dice object not to look like it's on the moon. I made a dice game before, and faster gravity really does the trick. for some reason, increasing the gravity in the physics menu doesn't fix this.
That's a great tip, thanks, didn't know that. However, I think I actually like the moon gravity for the dice, so it builds anticipation when it rolls.
thus sounds like a very good game :)
Good video, how do you have such good ideas?
hope there’s chat online too.
There will be text chat definitely, but voice chat... maybe later, I feel like people would just use discord anyway
cool side project, how much will the game cost on steam? i'm also assuming that your action roguelike game, Sundercore, is not scrapped? 🔥🎮
Ye I'm taking a break from Sundercore, definitely not scrapped. I think it's too early to set a price yet
@@SundercoreDev alright bet! 👍
Hi making a party game, I'm an overused joke!
Pinned comment and no replies?!
also 🤣🤣
Looks good! Is local multiplayer going to be an option too? I wonder how it would work with the power cards, since they need to be kept secret from other players
I do want to do local multiplayer, but it will be an after thought. Not sure how power cards will work for that
This game needs a crossover with Hollow Knight for a Zote mask. Why? No reason in particular.
This looks fun! I am not a PC player sadly so will this be available on Xbox eventually?
Just looking at doing pc right now
You could make like a Gashapon for the item shop
Could I do some of the outfit modeling?
Think I will be doing it myself
Love this type of game, but I would like to know how long do matches last? would be cool if there is a 30~ min map and a 60+ min one, just so busy people could enjoy the game too.
You'll be able to set the number of rounds for a match so it can be any length you want really.
I think I'll do a large and small version of the map, so there's a 4-8 size one, and a 2-4 player size one.
People still remember ModNation Racer ??? What ??
so underrated...
@@SundercoreDev For real... one of my best childhood games
Whats the music used in the very very beginning of the video?
Is it the Mario paint music
@@SundercoreDev ok yep its BGM3 from mario paint. Thanks
Can you talk more about how you made your 3D models?
Next video will focus on that
@@SundercoreDev that's awesome! Art has been my biggest blocker.
Not trying to pressure you into doing anything but I’m just curious what happened to sunderecore
Taking an extended break from it
So what does this mean for sundercore?
Taking a break from working on it for a bit, it's not gone forever
@@SundercoreDev 😀
It’s been a while brotha 2 months since the last comment too!
I have been working full time on the project since this vid came out, I cannot wait to show the progress
@ when do u plan to reveal the progress? Im sure you have put a lot of work in! Ive recently started working on my own roguelike game, im coding it in python using pygame, im in highschool so i have plenty of time to work on it. Im struggling with enemy ai rn tho, do u have any suggestions or things i should look into for it?
@@VolarGorilla917 I will hopefully have a video in January. Sorry, I don't do any game dev in python, can't help you there. Look up DaFluffyPotato, I think he does a lot of pygame stuff
@@SundercoreDev i watch him! He's amazing. He's a pygame wizard! I couldn't find any enemy AI (at least not any that would feel good in my game) from him, I asked you because I decided to start making this game BECAUSE of Sundercore! I really liked the way the enemies worked in your game and in games like Enter the Gungeon, I'm just not sure how to implement similar AI
First