TEA PARTY - 2025

Local Multiplayer Game, Godot Engine

Programmer and Assistant Systems Designer

For this project, my main contributions consisted of programming, testing, and reworking the boardplay system at the center of the core game loop for this multiplayer party game. This included making a tiling system that handled player events, recursive state forwarding, and switch states, all of which were wired into a central state machine that handled board and player states between rounds. I was also responsible for the player system itself, which required using Godot’s signal system to manage player actions, animations, and board traversal. This also included the creation of an item system, requiring a fully built framework for scoring, an interactive shop system, and an inventory manager built to handle any possible interaction between active items.



On the design side of things, I worked with the core development team to create a boardplay system that prioritized strategy over chance. This meant that while several core elements could use other party games as reference, a number of systems were distinct enough to require fully original frameworks. This was paired with a rather hasty development cycle that required these systems to be rigorously tested, especially because this game was intended to be workable on low-end systems, requiring further design constraints in the service of optimization. But despite these pressures, the end state of boardplay maintained its design pillars, creating a core loop that prioritized simplicity, strategy, and dynamic system exploration. You can view a current build of the game here.



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