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Party Mayhem – Foundations of Game Design Project – July 2025

Game Design Project for University Bicocca - Milan, Grade: 30L

Download Presentation Unity C#

Authors

  • Elio Gargiulo
  • Stefano Rigato

Introduction

The project focuses on the development of the game "Party Mayhem."

The game consists of a demo of a party game featuring two mini-games and two players:

  • Obstacle Race / Parkour: Players must reach the end of the obstacle course as quickly as possible before time runs out.
  • Last Man Standing: Players have two lives and must stay alive in the arena, avoiding falling into the water until the timer expires. Players can use punches and power-ups/items to hinder their opponent.

Objective

The goal for each player is to collect the highest score at the end of the two mini-games.
At the end of each mini-game:

  • 8 points are awarded to the first player or in case of a tie.
  • 6 points are awarded to the second player.

The scores are displayed on a leaderboard, where the winner (in this demo, only after the first mini-game) can choose a permanent power-up:

  • Heart: adds one life.
  • Ham: increases punch strength.
  • Soda: enhances jumping ability.

If time runs out, points in the Parkour mini-game are assigned based on the distance from the finish line.

Scene Structure

The demo includes:

  • A Main Menu, where the player can start or exit the game and access the settings, including:
    • Volume
    • Fullscreen or windowed mode
    • Player names
    • Input device type (Controller or Keyboard & Mouse)
  • A Tutorial Scene, shown before each mini-game. It presents a preview, the name, and a description of the mini-game, along with the objectives and controls.
  • A Parkour Scene, featuring various obstacles:
    • Platforms: move through the air, requiring precise jumps.
    • Fish: follow a fixed trajectory. If the player collides with one, they enter a "ragdoll" state and are repositioned at the collision point after one second.
    • Circular Saws: behave similarly to the fish but move like the platforms.
    • Spikes: pairs of pressure traps with parallel spikes. For each run, one of the two traps in each pair is randomly activated.
    • Goats (NavMesh Agents): chase and charge the player, knocking them back and stunning them for a few seconds.
    • Opponent: the opponent can interfere by punching and stunning the player.
  • A Last Man Standing Scene, featuring several power-ups and an item:
    • Heart: adds one life.
    • Ham: increases punch power for 10 seconds.
    • Bomb: can be picked up and thrown by a player to make the other explode.
  • A Final Scene, which presents the authors of the demo and allows returning to the main menu.

Visual Design

In addition to assets from the Unity Asset Store, several custom shaders were implemented:

  • Pixel Shader: a fullscreen shader that applies a pixelated effect to the entire scene.
  • Glowing Outline: a shader applied to players and items that renders a glowing colored outline.

To assist players with jumping, a simple Blob Shadow is used to indicate the player’s relative position to the ground, which helps during mid-air movement.

To indicate when a player has been hit, a gray flashing effect is displayed.

Assets Credits

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Game Design Project for University Bicocca - Milan. Unity demo of a multiplayer party game.

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