sbox_party is a multiplayer party game for s&box, inspired by games like Mario Party and Pummel Party. Players move around a game board, competing for coins and rewards that advance them to victory. Between turns, they play mini-games to earn power-ups and hinder other players' progress.
The goal of this project is to leverage the powerful tools and interfaces behind s&box (e.g, leaderboards, lobbies, and other quality-of-life features) to create a seamless and engaging experience. Thanks to Facepunch's detailed documentation and source code, I’ve gained a strong understanding of the engine and tooling, forming a solid foundation for this project.
This project is still very early in development and is not playable as of yet, consider it more of a demo.
I am only able to dedicate a small portions of my time to this project due to work and other commitments.
Development speed may be slow or stop at some times, so no promises or deadlines.
This is a fan made project and is not affiliated with Facepunch.
The project name may be subject to change.
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Networked Gameplay:
- Currently supports networked play, players can spawn on the initial game board, take turns rolling physically simulated dice, and interact with them (e.g, grab and throw them before tossing them).
- The turns and dice mechanics are fully networked, secured via verified RPCs, and compatible with dedicated servers.
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Minigame Integration:
- After each player takes a turn, players are loaded into an empty minigame. The game is ready for additional boards and minigames.
- Currently there are no minigames implemented.
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Visual and Design Potential:
- There’s significant potential to enhance the visual quality, particularly through shaders and level design. My experience in set dressing and level design is currently limited, but I'm working on refining these aspects to create a detailed visual experience, this art 'direction' could be subject to change.
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Challenges with Time and Design:
- One of the main challenges I’m facing is balancing coding with visual/level design, as I don’t have professional experience in the latter. As I focus on technical development, I’ve realized the need for a second pair of hands to handle the level design and texturing. As I dont currently have someone to assist with this I will come back to this at a later time.