## Inspiration

Our game stems from the current global pandemic we are grappling with and the importance of getting vaccinated. As many of our loved ones are getting sick, we believe it is important to stress the effectiveness of vaccines and staying protected from Covid in a fun and engaging game.

## What it does

An avatar runs through a school terrain while trying to avoid obstacles and falling Covid viruses. The player wins the game by collecting vaccines and accumulating points, successfully dodging Covid, and delivering the vaccines to the hospital.
Try out our game by following the link to github!

## How we built it

After brainstorming our game, we split the game components into 4 parts for each team member to work on. Emily created the educational terrain using various assets, Matt created the character and its movements, Veronica created the falling Covid virus spikes, and Ivy created the vaccines and point counter. After each of the components were made, we brought it all together, added music, and our game was completed.

## Challenges we ran into

As all our team members had never used Unity before, there was a big learning curve and we faced some difficulties while navigating the new platform.
As every team member worked on a different scene on our Unity project, we faced some tricky merge conflicts at the end when we were bringing our project together.

## Accomplishments that we're proud of

We're proud of creating a fun and educational game that teaches the importance of getting vaccinated and avoiding Covid.

## What we learned

For this project, it was all our first time using the Unity platform to create a game. We learned a lot about programming in C# and the game development process. Additionally, we learned a lot about git management through debugging and resolving merge conflicts.

## What's next for CovidRun

We want to especially educate the youth on the importance of vaccination, so we plan on introducing the game into k-12 schools and releasing the game on steam. We would like to add more levels and potentially have an infinite level that is procedurally generated.
## Inspiration

The California wildfires have proven how deadly fires can be; the mere smoke from fireworks can set ablaze hundreds of acres. What starts as a few sparks can easily become the ignition for a fire capable of destroying homes and habitats. California is just one example; fires can be just as dangerous in other parts of the world, even if not as often.

Approximately 300,000 were affected by fires and 14 million people were affected by floods last year in the US alone. These numbers will continue to rise, due to issues such as climate change.

Preventative equipment and forecasting is only half of the solution; the other half is education. People should be able to navigate any situation they may encounter. However, there are inherent shortcomings in the traditional teaching approach, and our game -S.O.S. - looks to bridge that gap by mixing fun and education.

## What it does

S.O.S. is a first-person story mode game that allows the player to choose between two scenarios: a home fire, or a flooded car. Players will be presented with multiple options designed to either help get the player out of the situation unscathed or impede their escape. For example, players may choose between breaking open car windows in a flood or waiting inside for help, based on their experience and knowledge.

Through trial and error and "bulletin boards" of info gathered from national institutions, players will be able to learn about fire and flood safety. We hope to make learning safety rules fun and engaging, straying from conventional teaching methods to create an overall pleasant experience and ultimately, save lives.

## How we built it

The game was built using C#, Unity, and Blender. Some open resource models were downloaded and, if needed, textured in Blender. These models were then imported into Unity, which was then laid out using ProBuilder and ProGrids. Afterward, C# code was written using the built-in Visual Studio IDE of Unity.

## Challenges we ran into

Some challenges we ran into include learning how to use Unity and code in C# as well as texture models in Blender and Unity itself. We ran into problems such as models not having the right textures or the wrong UV maps, so one of our biggest challenges was troubleshooting all of these problems. Furthermore, the C# code proved to be a challenge, especially with buttons and the physics component of Unity. Time was the biggest challenge of all, forcing us to cut down on our initial idea.

## Accomplishments that we're proud of

There are many accomplishments we as a team are proud of in this hackathon. Overall, our group has become much more adept with 3D software and coding.

## What we learned

We expanded our knowledge of making games in Unity, coding in C#, and modeling in Blender.

## What's next for SOS; Saving Our Souls

Next, we plan to improve the appearance of our game. The maps, lighting, and animation could use some work. Furthermore, more scenarios can be added, such as a Covid-19 scenario which we had initially planned.
## Inspiration

Natural disasters are big and terrible and frightening to think about. So, people don't tend to think about them. But then when they or those they love find themselves facing a potential tsunami, earthquake, or forest fire, they don't know what to think or to do. And that's what we want to change.

We said to ourselves: instead of piling a bunch of rigid, scary information in front people all at once, wouldn't it be more effective if we introduce them to disaster preventions and preparations in a gentler, friendlier way? And how better could that be achieved than with a nice, fun game?

We think that if people like our game, then they might be interested to know more about how to recognize and handle different kinds of natural disasters. This might be especially helpful with cultivating attention to natural disasters in children and young adults.

It could begin with a fleeting thought, a temporary curiosity, a quick Wikipedia search into telling the signs of a tsunami or choosing where to go during an earthquake; but if and when those terrible things do happen, this knowledge might just save many lives.

## What it does

We built an app that presents several mini-games in the contexts of different natural disasters. In particular, to succeed in the games, people need to learn where to run during a tsunami, where to go during an earthquake, how to treat a wound, as well as the importance of putting resources in memorable places and alerting authorities of forest fires ASAP. At the end of the games we also have flashcards with more information about natural disasters.

## How we built it

We built the game app with C# and Unity.

## Challenges we ran into

Designing the different mini-games that aim to present the natural disaster scenarios in a friendly but respectful way.

## Accomplishments that we're proud of

Two members of our team have little to no experience in Unity. We are very happy that the four of us can work effectively together in an environment that fosters learning and creativity.

## What we learned

How to better use Unity and to work better as a team.

## What's next for Disaster Simulator

We would love to expand the natural disaster topics that we cover.