top of page

Mine and Dash

Programmer

Overview 

Mine__Dash_-_Game_Poster.png

Mine and Dash is a fun and educational way of learning everything about AMD and the side effect it has towards the mining industry. Go tackle each stage and complete the orders, avoid obstacles all while limiting the produce of AMD. 

Background 

This project was working with a company through QUT called INAP, and they wanted us to design and develop an educational game to teach a younger audience about the negative affects of AMD. 

Mine and dash was inspired by a game called Overcooked, which we designed each stage to have an order list for the player to mine, melt, collect the material while disposing the AMD correctly. 

Developed on: Unity
Release on PC 

The Team:
Tommy Pham (Programmer)
Emily Cosson (Artist)
Randy Zhang (Game Designer)
Jordan Russell (Game Designer)

Project Outcome

This project was a good opportunity for me to experience what it was like working with a client and communicate with them to develop something that both sides were happy with. It gave the team and I what it would feel like working in the real world, with deadlines, meetings, pitching the idea, reviews and showcasing our progress. Not only that, I was able to put in use my knowledge with physics and math to help program multiple features and core mechanics for each of the stages. Overall this project have given the experience needed to work in the real world. 

Programming Outline

The game was built in 3D however with a top down view, giving the effect of being 2.5D style game. However being a 3D build, physics and math where needed to calculate the dropping of items, placement and collision of objects. An obstacle that was in the game were falling platforms, which I used physics and math to create a shaking affect and then fall, after a set time it would then rise up again 

A feature the team decided to add was if the AMD waste was not disposed of in time, it would evolve into a creature that would eat up other material slowing down the player. What I created was a using Unity mesh renderer, to find the area the creature was able to move around on, then using math to locate the closest material/ore and calculate the most efficient way towards it and avoiding obstacles blocking its way. 

Another obstacle that was added into the game were minecarts that randomly travelled along the rail way. As that code required a randomiser for it to spawn in the minecart then I coded it so I can choose the direction of minecart and depending on that direction, using physics, force calculated in that direction which then propelled the minecart, and if the player were to be hit by it, it would respawn the player.  

A moving platform was added so that the player was able to travel between two sections that would increase the complication of the game and have the player work with great efficiency. The platform was coded so it would apply force in the direction the player wants to move and collide with other platforms so it there was a limit to where the player can go.

upgrade

bottom of page