Inspiration

Our team all has a joy of gaming, but we all had never had the opportunity to build a game. We felt that the hackathon would be a great opportunity to try something new and to challenge ourselves. Combining our passion for gaming with the coding skills we have developed through school and experiences, we decided to create a fun twist on the popular board game chess.

What it does

Our game is a cross between chess and HearthStone. Each chess piece has attack and defense and cards can be used to summon more pieces or add buffs to pieces. Basic movement and the goal of the game is identical to chess. However, adding health to pieces as well as surprising twists with the spell gimmick, our game puts a fun spin on a popular game. Cards consist of summons and buffs. Summons allow the player to place a piece anywhere on the board except on the back two ranks on the opponent's side. Buffs on the other hand allow the player to enhance their own pieces or inhibit the opponents pieces. These can include freezing an opponent's piece for a turn, adding defense to you own piece, or the ability for a piece to attack twice. The end of the game occurs when the opponent's king has been drained of all of its health.

How we built it

We used unity and c# to build it. We also used git as our version control to work collaboratively. We used a lot of design patterns like decorator and lots of abstraction to make our code manageable and to avoid errors in our code.

Challenges we ran into

Since none of us were familiar with Unity, the first half of the event was primarily setting up and figuring out Unity and c#. This made progress a bit slow at the start. We also had issues were features being worked on by other team members could potentially block progress for other members. This was an issue as the start when our code base was very small.

Accomplishments that we're proud of

We were proud that we were able to complete so much in a single day. Given that we had limited experience with Unity and c#, it was pretty incredible that we were able to complete the minimum viable product that we set for ourselves.

What we learned

As a team, we learned new technologies and learned how to go through a large project in a short time frame. We had to come up with ideas, design, and troubleshoot all within a 24hour time frame. This was something we had never done and we learned a lot from the experience.

What's next for The King's War

We plan on fixing issues we couldn't get to and to add more features which would include adding spell cards. We may also go forward and refactor code as we didn't focus much on making the architecture as good as it could be for the sake of time.

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