What it does
Our project is a Virtual Pet Game where users can: Select a pet (dog or cat) Choose an environment (park or living room) Interact with their pet by feeding, giving water, playing, or petting Manage key statistics like hunger, thirst, happiness, and energy, which decrease over time If you don’t take care of your pet, it becomes sad or tired — but with love and attention, it thrives.
How we built it
Unity as our game engine C# scripts to manage pet stats and user interactions Unity UI for menus, buttons, and progress bars Free assets (sprites and backgrounds) from open-source libraries We divided the game into four scenes: Main Menu Pet Selection Background Selection Main Game Loop
Challenges we ran into
Finding consistent art assets for pets and backgrounds Learning how to connect UI elements (buttons, sliders) to scripts in Unity Balancing pet stats so the game feels fun, not stressful Time pressure — we had to cut extra features like sound effects and animations to meet the deadline
Accomplishments that we're proud of
Built a fully playable prototype in a short timeframe Learned Unity + C# scripting from scratch during the hackathon Designed a clean, simple UI that works across different scenes Created something fun that judges and players can interact with right away
What we learned
How to use Unity’s UI system (buttons, sliders, scene navigation) Basics of game state management in C# The importance of iteration: get a minimal version working, then add polish Collaboration skills — dividing tasks between coding, art, and game logic under time pressure
What's next for Pet Sim 100
We’d love to expand this project by adding: Animations for eating, sleeping, or playing Sound effects (barks, meows, background music) More pets (birds, rabbits, fantasy creatures) Mobile support so players can carry their pets everywhere A multiplayer or shared pet mode where friends can co-care for a pet together
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