A few months ago, I made my own Mario Party game with a full board system, mini-games,
and lots more. I spent only two weeks on it and although it got really great reception,
people wanted more features. So I'm happy to announce that I'm coming back to my
Mario Party game and making it a whole lot better with tons of new mini-games,
an inventory system with a bunch of items, bonus stars, and so much more I can't wait to show you.
My original game definitely has some issues so let's pull up a timer and quickly fix a
few of them: characters crowd on top of each other so I fixed it to only show
the most recent one and I also replaced this dull sky with something a lot nicer.
Here's something cool: I recently learned about screen space reflections so the bumper
balls also have a nice reflection now. Okay, let's move on to bigger changes.
One of the big changes is adding lots of new stuff to the board
like event spaces. When a character lands on one, it will reverse the board's direction
until someone else lands on one again. Another thing that bugs me about my original game is the
item space is used to steal stars. Since you're not actually getting an item, let's put King Boo
there instead and I'll put Lakitu on the other side of the board for now. Don't worry, I'll get
back to making items functional very soon. In the meantime, I made another improvement so you can
choose to steal either coins or stars. So now it's really similar to how it works in the real game.
Okay, we have a lot of mini-games to make so let's start with the first one. Shy Guy Says
is basically Simon Says but if you mess up, you get sent to sea. After adding a water shader,
I added a raft and gave the characters barrels to float in. I had an idea that
flags could show up behind the barrels so I don't have to poorly animate holding the flags
but clearly there's some issues. I improved it and the first new mini-game is done.
Sort of. There's something in Unity called cloth physics that I've been wanting to experiment with
and the flags are a great candidate. Sorry Goomba, at least your flag looks nice now.
Choosing your character should be fun so I made some great improvements with the Unity particle
system and also added a requested feature to choose the total turns for the game.
Before we get to making more mini-games, let's talk about items.
Items were the most requested feature and it's going to take a lot of code to get it working.
I'll spare some details but when you reach Lakitu you can buy an item
and it'll keep track of your items here. The items don't do anything yet
so let's make items functional. The first one I made work is a handy item called Double Dice.
It's pretty self-explanatory but you can roll the die twice. This actually made me realize since
now you can get higher rolls, it's easy to forget how many spaces are left so I added this counter.
Another really great item is the Warp Block. It took a little code to get it working but
when used, it'll make two players swap positions. And by far, my favorite item is the Golden Pipe.
It's similar to a Warp Block but it puts you right in front of the star. And since it's really
powerful, it's only available on the later turns. I really had to use a lot of logic to determine
when the computer chooses to use an item but I'll get back to explaining that really soon.
For now, let's start my favorite mini-game: Air Hockey. It's really simple. Your team just
needs to score three goals first. I already know there's going to be issues making it
because of the shell's bouncy physics. I wasn't exactly sure how to get the shell
moving until I realized I could just set the shell's physics material to be super bouncy.
And now it works really great. Well, sort of. I added code to keep track
of the goals and programmed the computer players to move towards the shell. After
a lot of testing, it's working really well now and I think it might be my favorite mini-game so far.
I really believe this game is becoming one of the best fan-made Mario Party games and to make it
even better, I'm adding another requested feature: Lucky Spaces. When you land on one, it'll spin
around and eventually give you something really nice like an item or coins. There's a lot of other
great features I want to show you but first, my original game's end screen isn't very good.
I made several visual improvements
and added something a handful of people have asked for: bonus stars.
I still want to add a couple more mini-games and Honeycomb Havoc is a really fun one
where you need to avoid catching the honeycombs to win. In my version, Mario jumps to hit the die...
and that seems good enough so that's the whole mini-game. Just kidding. I've added code to
make the fruit randomly spawn and each player will have to catch as many fruit as their roll.
With a few more code changes, you can see how this is starting to work.
Kind of. I made it so if a player's unfortunate enough to be stuck with a honeycomb,
well, they're eliminated. But this can definitely look better. So I gave the characters' baskets and
made this great bee particle effect. Now the players can catch the fruit in their basket
and my favorite part is they'll be attacked by a swarm of bees if they get a honeycomb.
I mentioned before I'd explain how the computer chooses when to use an item. Basically if the
computer player can afford an item, they'll buy one and before each turn, they'll check
a set of conditions like their distance from the star and whether they can actually afford to buy
one. Throw in a little randomness and you'd be amazed how well this works for most of the time.
I also thought it'd be great to include hidden blocks in the game
so there's a small chance you'll find one when you land on a space.
There's this really basic transition to the two mini-games in my original game
and since there's a few mini-games now, I knew I could do better so I wrote code to smartly
choose the next mini-game in this panel. I think you'll agree it looks a lot nicer.
I sent my game out to some friends and they came back with suggestions
for me. The first was that the characters are always in the same spot for each mini-game.
I tried randomizing their positions and had some issues
but after playing around with it, I finally figured out a way to get it working.
Now the teams are randomized each time you play and I didn't just do it for Air Hockey either.
All the mini games randomize the characters positions so it makes them a lot more replayable.
Aanother great suggestion was pressing space to start a mini-game so you actually have a chance
to read the instructions before starting. And someone else was really bothered by the
fish moving in a line so I'm proud to say that's also been fixed and looking a lot better.
I'm really pleased with the board now and I think it's time to start the final mini-game for now.
Mecha Marathon is a simple mashing game where the more you mash, the further your Fly Guy goes. I
really like how the cloth physics worked in Shy Guy Says so I tried something similar with the
race banner. I added some text to let you know which keys to mash and now I have the beginnings
of a mini-game. For this to work properly, there should be a mash timer and then the Fly Guys,
well, fly at zero. So I did just that and once the timer is done, the Fly Guys take off...
but I need to make the cameras follow them. I made a camera fix and there's
also checkpoint markers now so you can brag to your friends how far your Fly Guy flies.
It's looking really great and it probably goes without saying that the furthest Fly Guy wins.
It's amazing to me that this game and this one are the same game.
This really is the most complete Mario Party fan-game I'm aware of with a bunch of fully
developed mini-games, character selection, bonus stars, tons of items to use and buy,
stealing coins and stars, and so many other things I've shown you. And I'd love to improve it even
further with co-op and online gameplay... if Nintendo doesn't sue me first. Anyway,
if you didn't dislike this video, consider liking and subscribing and thanks so much for watching!