The Team

Asset Credits

Description

Voxel Party is a Voxel-based Minigame Collection* inspired by similar game-modes of other popular Voxel Games. Players can select their skin, make a lobby, and play with up to 7 friends, or by themselves.

In the Jam version, only the Speed Build minigame supported.

Speed Build

In this Minigame, players must compete to accurately Replicate a presented structure, though beware, for you have limited time to both memorize and build the structure.
Players who don't meet the target accuracy for a given round are removed from the match! Rounds continue until everybody is eliminated!

Behind the Curtain, A History

By DadTaco

I was invited to the project by DrakeFruit on day one after they saw my very basic work on Voxels in S&Box, citing issues getting BoxFish working
We dove straight in, working on a basic Design Document and deciding scope of the project. DrakeFruit started with an initial menu design and moving my Item code to be ResourceLibrary based. We had to really rework the chunker and shaders, but quickly got it working again. 
We needed some basic tools next, so we started working on a basic block-placement tool and structures. Structures were needed for build designs,
I got a bit carried away with this, and ended up building a small tool-suite for voxel editing
In the meantime, DrakeFruit was working on their charcter model and a bunch of animations and a whole heap of sounds.
We then got non-standard block shapes working and dove into making the core Game loop
Drake then worked on the new menu, and I worked on getting Skins loading on the PlayerModel
There was a lot of under-the-hood changes after this, notably the addition of blocks having their own shaders, and Drake working on a whole bunch of Structures and the new Game Space
From here, with the Gamemode being finalized it was mostly polished. DrakeFruit created a UI for setting skins, and I spent a lot of this time reworking Networking and scrapping frames from the chunker, playing wack-a-mole with an annoying persistent stutter.
Overall whilst not the deepest Game, much of the Jam Time was spent on systems that S&Box wasn't designed to support. We might've saved time by falling back to BoxFish, but I think this was a great project with a really satisfying end product. We hope to include more minigames in the future!