Inspiration

We wanted to represent this year's themed track, "Health and Well-Being," more creatively and engagingly. While the physical aspect of going to the gym is what people often see, people don't think of the mental challenges of trying to go to the gym for your first time. The title, "Get Big, Man," displays the pressure some feel from others when starting out at the gym. We created this game to empower those who struggle with the mental challenge of getting up and going to the gym.


What it does

"Get Big, Man' is an immersive roguelike game that puts the player, "Big Man", in a loop where he must defeat rogue gym equipment to progress. The objective of the game is to defeat enemies to earn coins to get "Big Man" bigger as he progresses through push, pull, and leg day. Each time "Big Man" fails and is overtaken by this gym equipment, he is put back at the start, emphasizing the power of commitment in achieving your goals. The player wins by progressing through push, pull, and leg days. The conclusion of the game shows how hard work and consistency can empower the player to achieve their goals without fear of being judged along the way.


How we built it

Unity Game Engine: Used in compiling world and player assets all in one place. Offered all the tools needed to run the game and debug.

GitHub: The backbone of our collaboration and file transfer. Allowed multiple people to work with unity software seamlessly. Kept every user up to date with the correct version.

LibreSprite: Used in creating all custom character and enemy sprites. Allowed us to easily transfer sprite sheets into unity to use for character and enemy animation. Created custom buttons and backgrounds.

FL Studio: Used for background music and sound effects.


Challenges we ran into

"Get Big, Man" came with many challenges. As it was many of our first times using Unity as well as GitHub for collaborating, we expected to run into some issues.

Git Issues: Our issues came from the GitHub and unity version control. We tried our best to keep everything in separate branches, but despite our best efforts, we dealt with many corrupt files. We ended up getting so used to exactly which files would corrupt that we kept a saved drive of these as backups just in case.

Unity Issues: As mostly first-time users, we ran into a lot of unknown errors. Lots of time was spent learning the basics of unity.

Collaboration and Delegation: Each of us had to learn what our end goal was as we went along. Each of us did what we were best at and stuck to it. This being music, game development, and art.


Accomplishments that we're proud of

We are each most proud of each other's dedication to this project. Over the 36 hours we had to complete this game, someone was working on something during almost every hour. Some of our most valued accomplishments include:

Building up a complete game: Building this game from nothing to being something complete with a beginning showcases how much we all had to learn and adapt to all of the challenges we faced.

Custom Art : Creating the art for the game presented a custom challenge that we had never experienced before. Figuring out appropriate workflows for each asset and designing convincing movement was a skill that was gained during development.

Custom Music: Each sound and background music track was made custom. Object Sounds were made using our voices and background music composed in FLStudio


What we learned

"Get Big, Man" presented many opportunities to learn something new.

Unity Proficiency: Each of us gained a much better understanding of the Unity game engine, expanding our abilities further than we could have expected.

Collaboration: While we used GitHub to send files, collaboration was done outside of the coding process. We learned to work effectively as a team by respecting each other while being confined to a small space together for such an extended period.

Mental Health Issues: As we developed further, we began to see the greater application and purpose of this game. We gained an understanding of how others around us are struggling and became more aware.


What's next

From the start of "Get Big, Man," we have been very ambitious. Almost every moment we would come up with something new to make the experience more enjoyable.

Story aspects: While some of the story is implied by the nature of the enemies and the game title, we want to immerse the player even further in the character's struggle and how that struggle is overcome.

Environmental features: New enemy types with different ways of attacking, such as a dash or projectile, and a more immersive and detailed environment. Longer, more detailed levels with more power-ups and items. Rotating Items in the shop

Movement Features: To enhance the experience of the player, we want to add various movement features for a more engaging and fluid combat system, Alternate player attacks.

Bug Fixes : Polish any unwanted bugs for a more finished product!

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