Inspiration

We were inspired by deduction games such as Among Us and Prop-Hunt, and we wanted to create our own version set in the Wild-West!

What it does

Play over LAN with up to 4-players. Each player is a bounty-hunter looking for wanted criminals in a quiet town in the Wild-West. But be careful, each bounty-hunter is eyeing the biggest cash prize, and they are not beneath taking out their competition to get it!

Search for the targets but keep an eye out for anybody else who may be doing the same! Collect the bounties, but eliminate your competition, before you end up dead... not alive!

How we built it

Built primarily with Unity (Unity IDE, Visual Studio, etc.). LAN interfacing achieved with Unity NetCode. Scripts done in C#.

Challenges we ran into

Emulating player movement in the NPC's proved to be complicated, but we have arrived at an excellent solution.

Accomplishments that we're proud of

LAN networking required complex design for sharing data to and from Host to Peer, we're very happy to have got it working!

What we learned

Utilizing more tools from Unity. For example, using Unity's NavMesh library to automate NPC movement, then configuring it to appear like player movement.

What's next for Dead... Not Alive!

We're looking to randomize the bounty targets, add more character models to add variety, as well as add interesting player abilities that help them deduce or hinder opponents. Improve NPC's emulating player movement. Polish UI/Menu elements.

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