Grumbar Party is a map. Every one of its minigames is a definition in the map
file, built from parts anyone can use: hazards that fall from the sky, saws
that run round a track, a share market, a word to type, a hidden clock, a
floor that drops away. A map that sets rules.party is a party: the hall, the
pick, each game's title card and practice, the countdown, the results and the
podium all come with it.
Start from Grumbar Party
Open the Forge's Party panel (Players, beside Rules) and switch it on: it
lays the hall and a handful of games on a grid of plots, 40 tiles square each,
from the map's north-west corner, and tells you how many fit your map. Or open
a ready-made eight-game party, /maps/party-starter.play.json, with File,
Import Map JSON, and change it from there.
The panel edits the party's name, its rounds, how each game is picked (Grumbar's
wheel, a vote walked in the hall, the last-placed guest's pick, a playlist, free
play), the AI guests, the big top, the host's show, the games in the pool and
where each arena stands (plots, and the hall), the characters on offer
(roster), and your own games as JSON (games).
A game is data
{
"id": "bridge_of_saws",
"name": "Bridge of Saws",
"goal": "Run three laps as a goat. Hop the saws. First home wins.",
"blurb": "Round and round the island while the saws come the other way.",
"quip": "Mind your horns.",
"controls": { "move": "Run", "a": "Hop" },
"format": "ffa",
"win": "goal",
"seconds": 100,
"arena": { "shape": "circle", "w": 21, "edge": "wall", "floor": "grass", "dressing": "farm", "start": "bases" },
"avatar": { "costume": "critter_goat", "speed": 4.3, "a": { "kind": "jump" } },
"parts": [{ "kind": "laps", "laps": 3, "inner": 3.6, "saws": 5, "speed": [3.2, 6.8], "cross": 2 }]
}- format:
ffa,teamsorone_vs_all. win:survive(last standing),goal(first over the line, or round the laps) orscore(most points, with an optionaltargetandlowWins). - arena: a
circleor arectof 6 to 40 tiles; past its edge awall,waterorlava; afloor(grass,dirt,stone,icewhich slides,sand,snow,ash,wood, or openwaterfor ships); adressingkit round it; how the guestsstart;obstacles; amaze;night; a set piece ofprops(within each prop's own scale range);sunken(the floor one or two cliff levels below the ground round it, the cliff its wall);venue;biome. - avatar: a
costumeevery guest becomes (a sheep, a ship, a trebuchet: any unit),scale,speed,accel,radius,lives,ghost, and two buttons,a(Space) andb(E).
Buttons
| Button | What it does |
|---|---|
dash | Lunge and shove whoever it meets |
jump | Hop over low blades, saws, spikes and cracks |
shoot | A shot along the guest's facing or at the mouse, or homing on the nearest rival; bounce glances it off the edge, and its effect says what a hit does (out, stun, back, knock, freeze, or hook, which reels the victim in) |
lob | A shot at a spot within range that lands warn seconds later as a blast of radius: aim where a rival is going, then move on |
whip | A burst of speed that builds heat; too much and the guest stumbles |
sprint | A short sprint with a long cooldown |
Parts
A game is a list of parts. Every part plays with two guests or eight, and the AI guests know how to play every one.
| Part | What it does |
|---|---|
barrage | Blasts where the ground glowed, thrown by throwers round the rim (catapults on a sunken arena's rim) or out of the sky |
swarm, plague, hunt, boss, giant | Creatures that hunt the guests; a spreading plague; one face in a crowd; a brute to beat; one guest a giant |
hot_bomb, crumble, sweeper, safe_zone, lanes | Kegs passed on; slabs that wear and drop; arms that turn (fire, scythes, logs); one safe patch; carts, herds and waves |
chairs | Musical chairs, the seat a throne, a runestone or a toadstool |
stop_go, obey, memory, rhythm, count, shell, reaction, timing, mash, slide, sort | Watchers, orders, sequences, beats, counting with decoys, shell games, quick draws, meters, mashing, push your luck, sorting |
fetch, stealth, gather, hill, paint, ball, rps, sprint_race | Carry it home, sneak, collect, hold the hill, paint the floor, a ball to goals, shape-shifting, lanes to a line |
typing | A caller calls a word (your own words, or the party's); first right scores most (points) or the slowest loses a life (out) |
clock | A hidden clock: stop at the called time (closest), or hold a lit keg on an unknown fuse (fuse) |
laps | Laps of a ring track round an island, saws running round and swinging across |
market | Your own stocks (or the party's three), each rising and falling with its own news; stand at a company's post and A buys, B sells; gold plus shares at the close |
colour_call | Slabs of many colours; a colour is called and the rest drop |
horde | A unit without end coming in from the edge; A swats what is in front, each kill a point |
platforms | Rows of stones, logs or rafts drifting over water or lava between two banks; ride them across |
gallery | Cut-out bandits and townsfolk popping up behind cover at your spots; shoot the bandits, spare the rest |
shrink | Ice or a raft losing a ring at its edge, a flash before each goes |
masquerade | Every guest in one costume among a crowd of look-alikes; bonk the real guests |
bowl | One against all: the one bowls boulders down an alley, the rest dodge |
skipping | Two turners swing a long rope; hop as it passes |
pit | A pit of lava or water in the middle; a guest hooked into it scores its thrower worth |
stack | Blocks to carry home and stack; a tower sways more as it grows, and a block set down off the middle of the sway brings the top down |
dance | A band on the stage and a step called on every beat; step that way with the stick in time; streaks double and treble the points |
dig | Gold buried out of sight; each guest's meter reads warmer the closer it stands; A digs, a find scores and the gold is buried again |
herd | A flock that runs from whoever comes close and a pen for every guest; A barks to send the sheep near you bolting; a sheep penned scores |
trail | Every guest runs on and on, steering by turning, a line of fire behind it; touch any fire or the edge and you burn; a hop clears a line |
pairs | Tiles face down with a treasure under each, every one twice; turn two alike and they are yours; everyone sees every turn |
putt | A putting green: a ball each and one cup; A starts the swing, A again strikes at that power; first ball in scores and the cup moves on |
chop | Trees to chop; the last chop fells one, and it falls away from you on whoever stands there |
fish | A pond and a line each: cast, strike when the float goes under, then reel it in; bigger fish need more reeling |
blaze | Teams fight fires on their own cottages with buckets from the wells; a shove spills a rival's water; a cottage lost costs the team |
belt | The floor is a conveyor into molten gold: catch the coins riding it, dodge the anvils, keep off the melt |
fibs | A parade, then Grumbar says something about it: stand on the true side or the fib side |
recipe | A pot and an order each: fetch the ingredients in turn; a shove knocks loose what a rival carries |
search | Barrels and crates by lantern light: search them for coins and the key |
turret | Cannons round the rim sweep and fire along their barrels: keep off the line of a glowing one |
conga | Loose creatures join the line of whoever touches them and follow its path; a dash through a rival's line cuts it; longest line wins |
powder | A grid of stone pillars and crates; A lights a keg that blows in a cross, breaking crates (some hide power-ups) and setting off other kegs |
Hook and Haul is a pit and a hook:
{
"avatar": { "a": { "kind": "shoot", "look": "hook", "speed": 15, "life": 0.7, "cooldown": 1.6, "effect": "hook", "radius": 0.5 } },
"parts": [{ "kind": "pit", "r": 2.8, "look": "lava" }]
}The JSON Schema for every field is in the API reference.
The big top and the biomes
Every arena stands in a big top unless it says "venue": "open" (or the rules
do, for the whole party): a striped tent round the arena, bunting, lanterns
and a crowd in the stands. And each arena is drawn in its own biome, a winter
arena in snow and a volcano in ash, on the one map: the party fades through
black and swaps the ground, the grass, the cliffs, the water and the light as
it moves there. Leave biome out and the dressing chooses (winter is
winter and a swamp is swamp; the rest keep the map's
own biome, which reads best under the tent).
{ "arena": { "shape": "circle", "w": 18, "edge": "wall", "floor": "snow", "dressing": "winter", "biome": "winter", "venue": "open" } }Your party's front door
Publish the map and its Play button in Custom Games opens your party on its
setup in the hall, inside the map itself: every guest picks who they come as
from your roster, and the party's host picks how long it runs, how each game
is chosen, the AI guests and which of your games are in, then throws the party.
Alone and online it is the same screen. A link does the same:
/play?party=setup&map=/maps/party-starter.play.json (a shipped map) or
&map=community:<id> (a published one). To open with that setup every time,
whoever starts the map and however, set "hallSetup": true. Give the setup a
title and a tagline with menu, or set "menu": false to launch the map as
written, with no setup in the hall.
{ "menu": { "title": "Gnomish Games", "tagline": "Six games, no gnomes" } }The camera, the controls and the pick
- camera: a game can look its own way:
pitch(radians from straight down; about 0.8 is the party's own, 1.2 looks down a street),dist(tiles back) andy(tiles south of the middle to look at). The Shooting Gallery uses it for its view down the town street. - controls: the title card's legend for moving, A and B, and
typefor a game played at the keyboard (atypinggame). On a computer the mouse aims: a click on the game is a press of A (right click, B) at the spot it lands, for ashoot, alob, adash, ahordeswat or a gallery shot. - pickPads: by default the guests walk onto a drum in the hall to vote for
the next game (or the last-placed guest picks); set
"pickPads": falsein the rules to keep the cards only.