Mini motorways traffic light
![mini motorways traffic light mini motorways traffic light](https://kaijugaming.com/wp-content/uploads/2021/07/MiniMotorways06.jpg)
Through this process, we learned a lot about what makes Mini Metro tick, and developed a clear internal language that will help us as we make future Mini games. One of the core programmers on the team, Tana Tanoi, gave an excellent talk about the prototyping at GCAP. However, after many, many prototypes, the design ended up much closer to Mini Metro than we anticipated. We eventually settled on cars and roads as the overall theme-the evil, congested twin of Mini Metro’s sleek trains and subway lines! One of our early inspirations was Justin Smith’s game Freeways and, like Freeways, some of our first prototypes used splines. We knew that Mini Metro worked as a whole, but we didn’t know which parts had to remain and which we could play with. We spent time prototyping other concepts that we felt would work with the "Mini" lens applied to them, and we used this time to really analyze what made a Mini game a Mini game. How did you come up with the concept for Mini Motorways?Ĭurry: After the successful mobile release of Mini Metro, we started to explore what our next project would be.
![mini motorways traffic light mini motorways traffic light](https://www.touchtapplay.com/wp-content/uploads/2020/06/mini-motorways-cheats-tips-3-500x282.jpg)
It wasn’t until we created the game jam version of Mini Metro in 2013 that we really got back into games, and the rest is history! We went our separate ways a couple of years later, and game development moved to the back burner for a few years. We both worked as programmers at Sidhe Interactive (now PikPok) for a number of years before starting our first, short-lived, far-too-ambitious studio with another programmer in 2006. We got into Doom and Hexen map creation during high school, but didn’t get started into creating our own video games until after university. We used masking tape to carve up the different rooms into countries. The earliest example we can think of is when we made a Hero Quest/World War II strategy mash-up that played out over the entire house. We’re a very collaborative studio and we encourage everyone to be able to give feedback or share their thoughts, but we’ve also found it useful to have someone with the final responsibility of bringing things to a conclusion if we can’t find a consensus.Ĭurry: My brother and co-founder Robert and I have always been making games together. Technically, the vision holder is also the person who has the final call on complex player-facing decisions, which could sound quite dictatorial, but in practice they act more as an arbiter. In our studio, a vision holder is the person who holds the responsibility for communicating the ideals and values of the game, and they help the team ensure that all decisions work with our vision and goals. I’m a programmer and the vision holder on Mini Motorways. Peter Curry, co-founder of Dinosaur Polo Club: I’m Peter Curry, co-founder of Dinosaur Polo Club. Who are you, and what was your role in developing Mini Motorways? One of the creators of the IGF Excellence in Audio-nominated title, along with its composer, spoke with Game Developer about the work that went into creating a procedural soundtrack for this world of traffic guidance, the nuances of making audio that calms a stressful experience, and the draw of involving the player's actions in the creation of the music. The people of this world will happily let you know if don't.
![mini motorways traffic light mini motorways traffic light](https://i0.wp.com/www.superco-opbros.com/wp-content/uploads/2019/10/Mini_Motorways_-_Moscow.jpg)
Through managing roads, roundabouts, and traffic lights, you can hopefully get everyone where they need to go with a minimum of irritation. Mini Motorwaysis a game of designing roads to keep traffic flowing in a busy, bustling city.