## Inspiration

Games are the only force in the known universe that can get people to take actions against their self-interest, in a predictable way, without using force. I have been attracted to Game Development for a while and I was planning to make something of my own and I love First Person Shooting games so, I thought let's build something that I can enjoy myself. I took inspiration from CS Go and other FPS games to get a brief idea of the mechanics and environment.

## What it does

Shoot'em Up is a first-person action shooter in which everything depends on your skill. Carefully consider your tactics for each battle, explore different locations and modes, develop your shooting skills and demonstrate your superiority! Step into the thrilling solo play campaign as you shoot your way through one dire situation after another to save the world as you launch an attack against a lunatic’s apocalyptic plans.

## How I built it

I used Unity Game Engine to build this game from scratch. I put all my creativity to design and create the gameplay environment. Everything is built from the ground-up. Unity enabled me to create 3D models and figurines. I used Unity's C# scripting API to form gameplay physics and actions.

## Challenges I ran into

I was not familiar with C# at a deeper level so I had to keep lookup for stuff over StackOverflow and the environment design was the hardest part of the job.

## Accomplishments that I am proud of

Building a game of my own is the biggest and most prestigious accomplishment for me.

## What I learned

I learned that developing a game is not a piece of cake and it takes immense commitment and hard work and I also got myself familiar with the functionalities of Unity Game Engine.

## What's next for SHOOT 'EM UP

* Currently, the game only has 2 levels as of now but I would love to add more levels to make the game even more enjoyable.
* The game can be played on PC for now but I would love to port the game for cross-platform use.
* There are some nicks and cuts here and there and I would love to make the gameplay smoother.

## Note

* I have uploaded various code snippets over my Github but that would make no sense at all until you get all the assets files, So I have uploaded the complete project file along with all the assets on my Google Drive whose link is attracted with the submission.
* There was some problem with my Mic😥 so I was not able to do a voiceover, Pardon Me for it.
## Inspiration

It started simply with a sentence "Jump into a mirror and the world reverses". I don't know exactly when I scribbled that down in my list of game ideas, but the concept stuck out to me when reading through my game jottings the eve of QHacks.

## What it does

It takes the idea of a MetroidVania 2D platformer game and adds another dimension to it. Rather than working your way through levels and unlocking new areas, you can now unlock entirely new areas which were literally right under your nose. The player can now switch between walking on top of the solid ground, to walking on the boundaries of the inside of the ground.

## How I built it

This was built entirely using C# as the language, and with the standard Unity Library. To create visuals Gimp was used, and a select few sound effects were sourced from free sound.org.

## Challenges I ran into

The most challenging part for me was the artistic side. I am no artist by any means of the word, which is apparent from the graphics. The second biggest challenge was the actual level design itself. Rather than just building a level and adding platforms and objects in at a whim, I needed to think how those solid areas would be interacted as if they were negative space instead of solid. While playing, your brain quickly switches back and forth between what is solid and what is not, but in designing any sort of platforming area this was not so simple.

## Accomplishments that I'm proud of

I'm fairly proud of what I've accomplished game-wise in the short time limit provided by this hackathon. Working solo has also allowed me to hone my skills in Unity and C#.

## What I learned

I learned a few new and better ways to manage many instances of a single prefab in Unity, as well as how to use and control audio.

## What's next for Sotto

I'd of course like to expand upon the idea, however I would first need to do a complete level redesign, as the current level's scope is way off and also much to linear. I'd be interested in adding other features like moving around certain objects that allow you to traverse to places that you wouldn't have been able to otherwise.
## Inspiration

I've always been fascinated by the complexities of UX design, and this project was an opportunity to explore an interesting mode of interaction. I drew inspiration from the futuristic UIs that movies have to offer, such as Minority Report's gesture-based OS or Iron Man's heads-up display, Jarvis.

## What it does

Each window in your desktop is rendered on a separate piece of paper, creating a tangible version of your everyday computer. It is fully featured desktop, with specific shortcuts for window management.

## How I built it

The hardware is combination of a projector and a webcam. The camera tracks the position of the sheets of paper, on which the projector renders the corresponding window. An OpenCV backend does the heavy lifting, calculating the appropriate translation and warping to apply.

## Challenges I ran into

The projector was initially difficulty to setup, since it has a fairly long focusing distance. Also, the engine that tracks the pieces of paper was incredibly unreliable under certain lighting conditions, which made it difficult to calibrate the device.

## Accomplishments that I'm proud of

I'm glad to have been able to produce a functional product, that could possibly be developed into a commercial one. Furthermore, I believe I've managed to put an innovative spin to one of the oldest concepts in the history of computers: the desktop.

## What I learned

I learned lots about computer vision, and especially on how to do on-the-fly image manipulation.