Minitime is a collection of fast paced minigames, each lasting between 5-15 seconds. The goal of the game is to complete as many minigames you can before losing all your lives. The game has 17 different minigames in total, which can be played through in set playlists, in an endless random order or in player made playlists containing only the minigames they want to play. Minigames speed up and become more difficult as the player gets further in a playthrough, but reset to their regular speed when a new game starts.
I was the project lead, game designer and lead programmer on this project.
the game released on steam in May 2018
Minitime was developed by a group of students at Danvik Folkehøgskole year 2017/18. We spent a lot of time brainstorming what kind of game we wanted to make, having big discussions about why we did or didn't want to make that game. We eventually gathered that we wouldn't be able to settle on just one idea, so we would rather make as many small games as possible and group them as our finished game.
Production went extremely well, as we were able to make 1-2 minigames per week while finishing assets, sound effects and music not long after. Designing new minigames was usually done by adding an idea to a google doc during the day, and then presenting the idea at the next team meeting. If the team liked the idea, we worked on it during the meeting to flesh it out before adding it to the "to-do" list.
While I didn't code all 17 minigames, I had my hand in each of them and worked a lot in all of them. As I was lead gameplay programmer, it was my responsibility to make sure all the minigames functioned properly. They had to play well, and have both win and lose triggers working.
Minigames worked with easy controls and simple goals to complete. None of the minigames shared a controller, and were instead all scripted individually using Playmaker. This way it was easier for our artists to tweak the games if they needed to, and even allowed them to "code" some of the games themselves. We had all been shown how to use Playmaker on the course at Danvik, so there weren't any issues letting them work on the scripts. After they deemed the game finished, or if they requested help, I had a look through the script ironing out any bugs or optimizing as much as I could.
I'm very proud of the end result, and especially the fact that we finished the game and released it. Minitime holds a very special place in my heart for being my first "real" project.
We handled our game logic in a game manager scene that always stayed loaded in while the game was running. Unity allows for multiple scenes being loaded at once. That meant everything from player health, points to sound queueing and music management was handled in that game manager scene.
We also made majority of the sounds ourselves. Almost all of the "male voices" in the game are me making random sounds into a microphone, and then pitch shifting it around. We also had all the music composed by friends. Music in the game and in the trailer was composed by Jamie "Leezy" Lee and Hung "Kenjimura" Lam.
Hans Ola Hoftun - Lead backend programmer, game design, group finance
Andreas Solvik - 3D artist, animation, texturing, sound design, scripting, game design
Lars Tore Gabrielsen - 3D artist, animation, texturing, scripting, game design
Thea Hovind - 2D artist, art director, concept artist, PR, game design
Kristian Whittle Stensland - Project lead, Lead gameplay programmer, scripting, game design