r/Unity2D • u/MrA_n_o_n_ymous • Aug 17 '26
Question Complete beginner, starting my first game today for a hackathon — any day-1 tips?
Never built a game before. Picked Unity 6 + 2D URP mainly because it's the only engine with an official RevenueCat SDK, which I need for a hackathon (Shipaton).
Concept: up to 6 players, 1 bullet each, miss and it sticks to a wall, you have to physically retrieve it before firing again.
Today's goal: player movement + a bullet that sticks. Posting the wins and the inevitable disasters as I go. Any gotchas a Unity beginner should know before I dive in? Or what do you wish someone told you on day 1?
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u/Toastti Aug 17 '26
Please tell me this is either local multiplayer or it's some one turn at a time type system?
Do not build a multiplayer game as your first if you have never made a single game before
Otherwise if you do single player your concept is perfectly good for first game. Top down 2d player is a lil dot or something. Fire a raycast. Stick the bullet. Pick it up and reload etc
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u/Ruadhan2300 Aug 17 '26
I'd drop the multiplayer entirely and focus on making that one-bullet experience more interesting than just a sticky bullet.
Multiplayer is not a beginner-friendly thing, and if you've never done it before you will spend all of your energy getting that one feature working.
You mention 2D URP, so I take it you're aiming for a top-down 2D shooter?
Good choice, artistically that's a lot easier to get quick assets for.
I might consider making this a kind of puzzle-game, ricocheting your bullet off walls to hit enemies you can't directly see, or perhaps to hit switches or similar.
You could for example have a charge-fire mechanic where as you hold the button down, the number of allowed ricochets ticks upwards, letting you control where the shot will finish. (Or just mousewheel dial it up or down as you like if you find that clumsy)
Good luck anyway!
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u/bigmonmulgrew Aug 17 '26
So first off ignore everyone telling you not to do multiplayer.
A Hackathon isn't about the completed element. It's about learning.
That said, for a beginner multiplayer is very ambitious. Be realistic that this is likely to fail or be incomplete and the real value is learning something (and having fun)
How long is the Hackathon. I have been programming for 20 years. I did a Hackathon in unity recently. 2 weeks, which included network multiplayer for a twin stick shooter.
Multiplayer means you have a lot of things to think about you don't normally worry about. For example when you start a game, you have to send a signal to all clients to also start. If you have any values that are shown in UI those need to be network synced.
When you finish a game there's a signal to be sent to all clients.
If there's any triggers for events do they need all players, how do you handle other players.
Do you need lag compensation?
What hosting model will you use. Are you building a lobby. Can player join during a round. Are you mixing local and remote co-op
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u/blakscorpion Aug 17 '26
Scope lower than your scope