This esoterically named Unreal Engine project was developed as a team in 2 months as our first foray into Unreal development. As it was our first Unreal game we decided to make a minigame rush experience, similar to "Warioware-like" games to gain insight into as many different Unreal systems as possible.
The Joe Pizza Experience is currently published on itch.io. You can find its page here.
This project features many minigames that were independently developed, strung together one after another in rapid succession. The goal is to beat as many minigames as possible before losing 3 minigames, where you run out of lives and lose the game. Many minigames feature increasing difficulty or time pressure as your score increases.
My minigames increase their difficulty in the following ways:
Target shooting minigame
less total time per target spawned
increased target spawning
more waves of targets
decreased target size
some targets start moving
Ball sorting minigame
less total time per ball that must be sorted
more balls that must be sorted correctly
balls spawn more rapidly
Randomly-generated maze-solving minigame
less time to solve the maze
Randomly-generated minesweeper minigame
less time to finish the puzzle
more mines spawned
If you want to practice or play a specific minigame, each minigame can be selected and played individually from the menu.
During this project, I performed the following development tasks:
Created base Unreal gamemode and default pawn blueprints utilized in most minigames
Created multiple extremely varying minigames using blueprint scripting
Target shooting minigame using logic to randomly spawn Actors in a volume and viewport raycasting to provide a quick experience requiring focus and accuracy
Ball sorting minigame using volume object comparison and interfaces to provide a strategic yet challenging experience
Maze solving minigame using a random maze generator to provide a cerebral experience requiring quick-thinking and planning
Minesweeper minigame using random generation and a dictionary data structure to create a classic experience requiring logical thinking
Assisted in development of backend minigame switching logic utilizing Unreal GameInstance