Introduction
Mini Game Mayhem is a game project apart of our project studies in Xamk. We form teams of 2–4 and work together
on a larger project to improve our communication and work skills. Once the project is complete or we have worked on it for 135 hours
we write a report and submit it for grading. It gets checked and we receive a corresponding amount of credits.
The objectives of the project:
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Get experience prototyping inside Unity
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Improve prototyping speed and 'completeness'
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Improve our game developer skills by creating games
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Complete the project for school credits
Creators
3D-modeling, Programming
3D-modeling and Programming
3D-modeling and Programming
Mini Game Mayhem prototype
Video taken inside Unity
Project Details
My Minigames
- White cube platformer
- Maze
- Dragging minigame
- Simple shooting gallery
Challenges faced during development
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Creating a variety of mini games
One of the biggest challenges we faced during the development of Mini Game Mayhem was creating a variety of mini games. We wanted to create mini games that were fun and engaging, but also different from each other. To achieve this, we brainstormed a list of mini game ideas and then selected the ones that we thought would be the most interesting and feasible to implement. We also made sure to include a mix of different genres and gameplay styles to keep things fresh and exciting. One of our biggest inspirations was the Dumb Ways to Die series.
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Creating the same features
At the start of development we started creating game mechanics from scratch for each mini game. This led to a lot of repeated work and wasted time. To solve this we created reusable scripts and prefabs that could be used in multiple mini games. This greatly improved our prototyping speed and let us focus on creating our mini games. An examplle of this is the goal system we created. We used the same goal system for all of our mini games, which saved us a lot of time and effort.
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Scope creep during prototyping
As the project progressed, we found ourselves adding more features and expanding the scope of our mini games beyond what was initially planned. This led to delays and increased complexity. For example I really didn't like my movement script for the cube platformer. So I tried improving it by adding coyote time, better jump physics and more. This led to me spending way too much time on a simple movement script. That was not really necessary for the prototype. To manage scope creep, we established clear goals and priorities for each mini game.