Each member of our team enjoys video game recreation and we want to create our own. We thought this would be a good chance to create a template game with the Unity Engine. Unity also gave our team a chance to create a stand-alone application, which our team hasn't really done before.

What it does

Our project is a stand-alone windows application that uses the Unity Engine to run our game.

How we built it

We built it using the Unity Engine, the Unity Editor (for building the game environment) , Visual Studio (for writing scripts). Visual Studio has a Live-Share feature that we utilized to allow each team member to work on the C# scripts at the same time, no repo needed.

Challenges we ran into

Our team members are all either in-experienced or un-experienced in both C# and the Unity environment, so we had the challenge of learning new syntax, navigating a new application, and learning new APIs. The Live Share feature was helpful but came with challenges. It allowed one team member to host the project and gave the other team members (I'll call them "remote" coders) the ability to edit the scripts of the project. However, Visual Studio's Live-Share doesn't let "remote" coders see syntax/compile errors, which, combined with a lack of experience in this environment, lead to lots of debugging. Live-share did allow us to rapidly work together on creating a baseline that we then created a github of once it was large enough that we could each work on espérate features at once with no conflicts.

Accomplishments that we're proud of

We are proud that we are able to get our game to function at a bare-bones level, when only one person on our team had any past experience in the software.

What we learned

We learned a lot about the Unity Engine, its syntax and apis, and C#. This is also our teams first Hackathon, so we learned that we could stand to do some-more preparation before hand, i.e, making sure that our tools work like we hope.

What's next for Exile Survivors

Now that we have a bare-bones version put together, we can start to swap the primitive shapes for textures, add animations, add more levels, a crafting system, etc. We plan to create a polished version based on this demo.

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