Inspiration

My favorite parts of a lot of video games that I played was creating lasting effects in the worlds I was playing in, I felt like the easiest way to implement thins was through a destructible environment.

What it does

The only part of the game that I was able to complete was the "infinity mode," in this mode in addition to destroying a objects, every objects that you destroy duplicates itself, for this part I did not have to design complex levels in order to have fun because this mode allowed me to have an opportunity to create a limitless supply of resources to experiment with and create a fun experience on my own.

How I built it

I C# to code the game and compiled all of my assets into the Unity game engine to build the game. I wrote all of the scripts myself except for the script which is used to split the cube into smaller fragments which I downloaded from GitHub (https://gist.github.com/ditzel/73f4d1c9028cc3477bb921974f84ed56). For the player, I imported a character model and animations from Adobe Mixamo.

Challenges I ran into

I poorly managed my time during this hackathon, which prevented me from implementing all of the ideas that I wanted to implement into this game. These include: implementing character animations and modifying the cube destruction script to have the character punch the cubes into smaller fragment, not implementing levels where the player has to get from one point to another, and improving existing menu/pause backgrounds.

Accomplishments that I'm proud of

I am proud of both my character controller and menu system.

What I learned

I learned that before starting hackathons I should schedule my time, taking into account my strengths and weaknesses, so that I can be realistic about what content I should cut and what content I should keep.

What's next for Destruction Simulator

Built With

Share this project:

Updates