Inspiration

Climb Games is a dynamic game concept where each session evolves based on player interaction and strategy, with the core challenge being how long you can survive. The project draws clear inspiration from Fall Guys, but I’m particularly interested in exploring it further within a VR context. I believe integrating both mobile and VR players into a shared environment could offer a uniquely engaging and inclusive multiplayer experience.

What it does

Each playthrough offers a unique experience, driven by dynamic factors such as the floor positions other players occupy and the precision of actions like double-jumping onto bounce pads.

How we built it

I'm solo with guidance from Meta LLaMA AI, which walked me through the tutorials step-by-step. After completing each tutorial game, I examined the underlying code to understand its structure and behavior. I cross-referenced relevant sections of the documentation to deepen my understanding of how the system functions. Once I had a solid grasp of the basics, I created a blank world for experimentation.

My first test involved importing an asset, attaching a trigger box, and scripting a simple texture swap when a player crossed the trigger area. It worked on the first attempt, providing a solid foundation for further iteration. What made the process especially compelling was the integrated AI texture builder within the engine—that tool directly inspired me to test texture changes early, allowing me to explore the texture generator’s capabilities in a practical context.

Challenges we ran into

This project involved learning a new SDK and marked my first experience working with TypeScript. While I’ve previously developed games using Unreal Engine, this was my first time working with Unity. My background in C++, Python, and JavaScript helped me quickly get up to speed with both the Unity environment and TypeScript’s syntax and structure.

Accomplishments that we're proud of

One of the most rewarding aspects of learning a new system is the moment when you implement a piece of code, hit 'Play,' and it runs exactly as intended on the first try. That immediate validation reinforces understanding and momentum—especially valuable when exploring new tools and frameworks.

What we learned

This experience involved getting up to speed with TypeScript and a new SDK, while also becoming familiar with Unity’s interface and workflow for the first time. I learned the importance of closely following the requirements and structure provided in hackathon guidelines—ensuring alignment with project constraints and maximizing development efficiency.

What's next for City Fall

Higher City's different drop types, more bounce type pads different ways to keep you in the air longer, like a fan would be cool. Turn tables, ramps, flying objects ! There's just so much more you can build and have fun with !

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