Mini Motorways Take 2 - The Power of Mini Experiments
Discovering that breaking down complex games into tiny, focused experiments creates much better results than comprehensive approaches - cars driving in circles becomes surprisingly engaging.
Screenshots from Day 7
Mini Motorways Take 2 - Breaking Down Problems Smaller
Challenge:
What if I break everything down into mini experiments instead of trying to build a complete game?
Attempt 1: Circular Track
💬 PROMPT
"Create a circular track as a road that has cars moving around it"
✅ OUTCOME
Wow. It kinda works.
Simple house-to-house traffic simulation
Attempt 2: Traffic Rules
💬 PROMPT
"Now make the cars follow traffic laws, i.e. driving on the correct side of the road"
✅ OUTCOME
Worked again!
Attempt 3: Point-to-Point Travel
💬 PROMPT
"Draw two houses on the map and have a street connecting them and then have cars driving back-and-forth between them"
✅ OUTCOME
This is where things fell apart - AI was making too many decisions on its own.
Attempt 4: Traffic Lights
💬 PROMPT
"Traffic lights, roads going through them, and ensure that cars follow the rules of the road"
✅ OUTCOME
Mixed bag. Some good, some messed up.
Complex intersection experiment - traffic lights, roundabouts, and chaos
Lessons learned:
Mini experiments show real promise
Just having something moving around the screen changes everything completely
Makes it start feeling like something fun you want to watch
Still hate the default assets though
Feels like doing art in high school: "I hate it, hate it, hate it, hate it again, I love it, this is cool!"
Next:
What if I started with really nice assets first, then try to make something fun?
Ingredients
AI Assistant: Claude Sonnet - ~$2 in API credits
IDE/Platform: Browser-based game development - Free
Assets: Default geometric shapes - Free
Approach: Mini-experiment methodology vs. comprehensive requirements
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